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	<updated>2026-04-10T05:04:33Z</updated>
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	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Proverbs&amp;diff=114190</id>
		<title>Proverbs</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Proverbs&amp;diff=114190"/>
		<updated>2024-08-10T11:52:37Z</updated>

		<summary type="html">&lt;p&gt;Harry: Less gendered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Horny3.png|align=right|height=300|caption=A quiet word is a wise word}}&lt;br /&gt;
Traditional wisdom in the Marches is often contained in pithy, short phrases full of meaning that contain practical advice. These proverbs are often admonitions or advice. There are many more of these than any one person could hope to collect.&lt;br /&gt;
&lt;br /&gt;
Widespread sayings include: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pride in small things, loyalty to great ones.&#039;&#039;&#039; People should take pride in what they do, but be loyal to their nation, rather than taking a pride in their nation&#039;s achievements but being loyal to themselves.&lt;br /&gt;
* &#039;&#039;&#039;When a dog barks, you don&#039;t bark back.&#039;&#039;&#039; Loud, angry words or taunts shouldn&#039;t be answered in kind.&lt;br /&gt;
* &#039;&#039;&#039;Sword and shears both cut alike.&#039;&#039;&#039; Soldiers and farmers both do important jobs.&lt;br /&gt;
* &#039;&#039;&#039;Know a body by their March; judge&#039;em by their company.&#039;&#039;&#039; A variant of &#039;Don&#039;t judge a book by its cover&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every wife has two husbands&#039;&#039;&#039; and &#039;&#039;&#039;Every husband two wives.&#039;&#039;&#039; There is a difference between the reality of a person and the way someone talks about them.&lt;br /&gt;
* &#039;&#039;&#039;The best soil is thirsty soil.&#039;&#039;&#039; The best soil is watered with tears, sweat and blood - that it demands and rewards hard work.&lt;br /&gt;
* &#039;&#039;&#039;Good cider takes good apples.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bread without spice is better than spice without bread.&#039;&#039;&#039; Fancy elements and adornments are no match for substance.&lt;br /&gt;
* &#039;&#039;&#039;Sow, tend and reap; fight, toil and weep.&#039;&#039;&#039; The harvest of fighting is sadness&lt;br /&gt;
* &#039;&#039;&#039;War is a thrice-ploughed field.&#039;&#039;&#039; War is hard dirty work that takes a lot of effort to complete.&lt;br /&gt;
* &#039;&#039;&#039;One hand’s a help, two hands is half a help and three hands is no help at all.&#039;&#039;&#039; The more people you have on a job, the slower it goes.&lt;br /&gt;
* &#039;&#039;&#039;Lost time is never found.&#039;&#039;&#039; Wasted time is gone forever.&lt;br /&gt;
* &#039;&#039;&#039;You don&#039;t own it unless you can defend it.&#039;&#039;&#039; What someone else can take away from you is not really yours.&lt;br /&gt;
* &#039;&#039;&#039;The answer lies in the soil.&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Say what you mean and mean what you say.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Liars and gossips sleep in the same bed.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Nothing dries faster than a tear.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Having a beard doesn&#039;t make you wise.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Easy come, worth less&#039;&#039;&#039;. A Marcher summation of the virtue of Prosperity&lt;br /&gt;
* &#039;&#039;&#039;As easy to escape as a [[Landskeeper&#039;s Oath]].&#039;&#039;&#039; Something very hard, if not impossible, to escape from.&lt;br /&gt;
* &#039;&#039;&#039;Like a rake through fallen leaves.&#039;&#039;&#039; A variant of &#039;Like a hot knife through butter&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only a civil tongue buys cheap apples.&#039;&#039;&#039; Politeness is a useful trait in both trade and diplomacy&lt;br /&gt;
* &#039;&#039;&#039;Hard work wins wars.&#039;&#039;&#039; Marchers sometimes use this proverb to tacitly criticize the Dawnish affection for Glory.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t piss on my back and tell me it&#039;s raining.&#039;&#039;&#039; Don&#039;t treat me like I&#039;m stupid.&lt;br /&gt;
* &#039;&#039;&#039;You can&#039;t plough a farm in a day.&#039;&#039;&#039; Things take as long as they take.&lt;br /&gt;
* &#039;&#039;&#039;Plant a grudge in the soil, it will last a lifetime. Set it in stone and it will last forever.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A tree is known by its fruit, not by its leaves.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A handsome husband is common property.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There&#039;s two ways to bury a hatchet.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The reward for a good job is more work.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Constant tapping breaks the stone&#039;&#039;&#039; Slow and steady wins the race&lt;br /&gt;
* &#039;&#039;&#039;It&#039;s easier to look at a hill than to go over it.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fair words won&#039;t bury grudges.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only a fool cuts hay in a burning field.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Even damp wood burns in a hot fire.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There&#039;s a wide ditch between saying and doing.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rich folk need big dogs.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A tree with only one leaf casts little shade.&lt;br /&gt;
* &#039;&#039;&#039; Even a daft rooster can call out sunrise and sunset.&#039;&#039;&#039; - A slightly cruel equivalent of &amp;quot;even a stopped clock is right twice a day&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;They&#039;ve got a brass skillet.&#039;&#039;&#039; - A reference to having a strong backbone&lt;br /&gt;
* &#039;&#039;&#039;If you&#039;re not the farmer, you&#039;re the harvest.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Money is like muck. only any good if it&#039;s spread around.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You can paint wings on a pig but it won&#039;t fly&#039;&#039;&#039;&lt;br /&gt;
== Making Your Own ==&lt;br /&gt;
The easiest way to make your own sayings is simply to adopt one that isn&#039;t especially well known in modern times. Many websites exist with lists of folk sayings to help you out. A more ambitious option is to take a more common saying such as &amp;quot;A rolling stone gathers no moss&amp;quot; and give it a Marcher twist.&lt;br /&gt;
&lt;br /&gt;
Some useful websites include [http://www.brownielocks.com/folksayings.html American Folksayings, proverbs and maxims]; &lt;br /&gt;
&lt;br /&gt;
[[Category:The Marches]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Senate_announcement&amp;diff=111609</id>
		<title>Senate announcement</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Senate_announcement&amp;diff=111609"/>
		<updated>2024-06-11T15:15:35Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Raising an announcement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote by=&amp;quot;Varkula, The Throne&amp;quot;&amp;gt;I thank my Senate for authorizing the construction of the new army and making a disbursement of 50 Thrones to arrange the necessary purchases. As we are concluding this session with my announcement, I hereby declare the immediate disbursement of an additional 180 Thrones from the Imperial treasury to Cassus of Highguard so that he may arrange the construction of the new Highborn army in a timely manner.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Some Imperial titles, like [[The Throne]] have the authority to use one or more of the [[powers of the Imperial Senate]], without requiring a motion be passed by the chamber. To use these powers, the title holder must make an announcement in the Senate first.&lt;br /&gt;
&lt;br /&gt;
The announcement serves three purposes, it allows the civil service to receive formal notification of the use of the power, so that they can arrange the appropriate support. It gives the Senate oversight of the use of any powers that they have delegated in this way. And finally - and most critically - it ensures that the [[Imperial Synod]] retain the ability to [[veto]] the announcement if they wish.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
===Veto===&lt;br /&gt;
An announcement is legally considered to be equivalent to a motion. [[The_Assemblies_of_the_Synod|General Assembly]] of the [[Imperial Synod]] may veto one motion per Imperial summit; or they may instead veto a single announcement exactly as if it were a regular majority vote. If an announcement is vetoed by the Imperial Synod then the holder may not make an announcement which is functionally the same until the next summit. [[The Throne]] may veto any number of Senate motions - but they may only veto the announcement at the point where it is made.&lt;br /&gt;
&lt;br /&gt;
===No Control===&lt;br /&gt;
Although the Speaker may occasionally allow a short period of time to discuss an announcement in the Senate, no vote of any kind is permitted. Once powers have been delegated to an [[Imperial title]] by the Senate, then they cannot impose limitations on how those powers are used. Only the Synod can veto the use of a power that has been announced in the Senate.&lt;br /&gt;
&lt;br /&gt;
On rare occasions, the Senate has acted swiftly to strip a title of its legal powers in a session following an announcement but before the end of the summit. The legal position in these cases is clear, the power has been legally exercised and the use that has been announced will still go ahead. It is not possible to [[Powers_of_the_Imperial_Senate#Abrogration|abrogate]] an announcement.&lt;br /&gt;
&lt;br /&gt;
==Procedure==&lt;br /&gt;
===Raising an announcement===&lt;br /&gt;
An Imperial citizen who wishes to announce the use of one of the Senate powers that has been delegated to them must confirm this to the [[Speaker for the Senate]] in writing, exactly as if they were presenting a [[senate motion]]. A terse summary of what will be announced is appropriate. The Speaker will add the item to the agenda for the next session.&lt;br /&gt;
&lt;br /&gt;
Announcements can be presented to the Speaker at any time, but the civil service usually reject an announcement brought to them less than two hours before a session is due to begin, unless there is a very good reason for it.&lt;br /&gt;
&lt;br /&gt;
There is a printable pro-forma for a Senate [[:File:Senate_Announcement_Sheet.pdf|announcement here.]]&lt;br /&gt;
&lt;br /&gt;
The citizen should ensure that they are present at the chamber throughout the session, as they may be called at any time. They may only enter the chamber once called, and must leave when their announcement is concluded.&lt;br /&gt;
&lt;br /&gt;
===Presentation===&lt;br /&gt;
The citizen making an announcement must state clearly and succinctly what actions they are undertaking - including any details that are relevant and may be of interest to citizens of the Empire. &lt;br /&gt;
&lt;br /&gt;
===Debate===&lt;br /&gt;
After the announcement is complete, the Speaker may allow some time for members of the Senate to ask questions and for the speaker to reply. &lt;br /&gt;
&lt;br /&gt;
{{Senate Further Reading}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Senate]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Senate_address&amp;diff=111608</id>
		<title>Senate address</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Senate_address&amp;diff=111608"/>
		<updated>2024-06-11T15:14:45Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Raising an address */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote by=&amp;quot;Walter Brewer, Senator for Upwold&amp;quot;&amp;gt;Of course it was a lie you fool. Bruised apples have black cores. Stop yammering about virtue! It&#039;s a long list but unless you buggers added an eighth while I was eating lunch, honesty ain&#039;t on it. It&#039;s an address - she can say what she sodding likes and that ain&#039;t a crime. Those with wits and a care to use them will decide for themselves what to believe.&amp;lt;/quote&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=And Another Thing.jpg|title=Thanks to the presence of the citizens in the viewing gallery, speaking before the Imperial Senate means speaking before the Empire.|caption=The power to make a Senate address is possessed by only&amp;lt;br&amp;gt;a handful of [[Imperial title|Imperial titles]].|align=left|width=275}}&lt;br /&gt;
==Overview==&lt;br /&gt;
A Senate address is an opportunity for an individual to make a presentation to the [[Imperial Senate]] at a [[Senate session]]. Only a handful of [[Imperial title|Imperial titles]] confer the right to address the Senate, but they traditionally include [[The Throne]] and the [[Master of the Imperial Mint]].&lt;br /&gt;
&lt;br /&gt;
The Senate may create [[new Imperial titles]] with this power if they wish; this is most appropriate where the holder of the title does not need to attend regular Senate sessions but may need to report regularly to the Senate.&lt;br /&gt;
&lt;br /&gt;
It is also possible to confer the right to make an address on a named citizen regardless of any Imperial title held. This is usually expressed as an invitation for the individual to address the Senate.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
===No Compulsion===&lt;br /&gt;
It is not possible to compel a citizen to appear before the Senate to speak. The Senate may grant an Imperial title the right to make an address, request an individual address the Senate, or invite them to speak on an individual motion, but they cannot compel them to appear. Only the [[Imperial Synod]] has the power to compel a citizen to appear before them.&lt;br /&gt;
&lt;br /&gt;
===Agenda===&lt;br /&gt;
Regardless of any responsibilities or expectations, the Senate cannot set the content of an address. A citizen who chooses to address the Senate may speak on any matter they wish.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
The Right to Address the Senate is considered to be a constitutionally significant power by the Constitutional Court, one they are keen to ensure is not abused to monopolize the time of the Senate. New Imperial titles will not pass constitutional scrutiny if they grant the Right of Address to an Imperial title which does not have significant legal powers.&lt;br /&gt;
&lt;br /&gt;
The Constitutional Court have indicated that it is not constitutional to have the right to address the Senate more than once a summit.&lt;br /&gt;
{{CaptionedImage|file=UnimpressedNobles.jpg|title=The Dawnish are by no means alone in having no time for boring speeches.|caption=An address that is over-long, rambling, or prone to digression&amp;lt;br/&amp;gt; are often very poorly received.|align=left|width=275}}&lt;br /&gt;
&lt;br /&gt;
==Procedure==&lt;br /&gt;
===Raising an address===&lt;br /&gt;
An Imperial citizen who has the right to address the Senate may do so by informing the [[Speaker for the Senate]] of their intention. The Speaker will add the item to the agenda for the next session.&lt;br /&gt;
&lt;br /&gt;
There is a printable pro-forma for a Senate [[:File:Senate_Address_Sheet.pdf|address here.]]&lt;br /&gt;
&lt;br /&gt;
The citizen should ensure that they are present at the chamber throughout the session, as they may be called at any time. They may only enter the chamber once called, and must leave when their address is concluded. The citizen may choose to inform the Speaker of the rough content of their address in advance if they wish.&lt;br /&gt;
&lt;br /&gt;
===Presentation===&lt;br /&gt;
The citizen making an address will be allowed a few minutes to speak during which those present in the chamber are expected to remain reasonably quiet. Although the citizen has been granted the legal right to address the Senate on a matter of their choice, the Speaker determines how long they may speak for. The purpose of an address is to present the Senate with information that is of interest to them. Individuals who try the Senate&#039;s patience by talking too long on a subject that it is clearly of diminishing interest to everyone present will be instructed to conclude their address early by the Speaker.&lt;br /&gt;
&lt;br /&gt;
===Debate===&lt;br /&gt;
After the presentation is complete, the Speaker will allow some time for members of the Senate to ask questions and for the speaker to reply.&lt;br /&gt;
&lt;br /&gt;
{{Senate Further Reading}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Senate]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Senate_motion&amp;diff=111607</id>
		<title>Senate motion</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Senate_motion&amp;diff=111607"/>
		<updated>2024-06-11T15:13:14Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Proposal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote by=&amp;quot;Varkula, The Throne&amp;quot;&amp;gt;I have no need of the power to propose a motion senator - that&#039;s what you are for. The soldier has a post, the sword has a scabbard, the pot has a fire. Everything has a purpose. Raising this motion is now yours.&amp;lt;/quote&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SenateMotion.jpg|caption=The implications of any Senate motion are constrained by the precise [[motion wording|wording]].|align=left|width=350}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Motions are the primary way that the [[Imperial Senate]] carries out its business. Commissions are ordered, laws implemented, citizens appointed - all using motions. All the main [[powers of the Imperial Senate]] rely on a motion being raised and passed when directly employed by the Senate.&lt;br /&gt;
&lt;br /&gt;
The only alternative to a motion is if the Senate create an [[Imperial title]] which has the legal authority to use one or more Senate powers. These powers can then be executed using a [[Senate announcement]] rather than a motion.&lt;br /&gt;
&lt;br /&gt;
==Proposal==&lt;br /&gt;
A member of the Senate with the power of proposal may propose a single motion each summit. The number of motions is strictly limited to prevent individual senators from monopolising the Senate&#039;s time. Currently, the Imperial titles with the power of proposal are:&lt;br /&gt;
* [[Senator]]&lt;br /&gt;
* [[Conscience of the Senate]]&lt;br /&gt;
* [[Citizens&#039; Voice]]&lt;br /&gt;
&lt;br /&gt;
A motion must have a second. Any citizen with the right to propose a motion may also second a single motion each summit.&lt;br /&gt;
&lt;br /&gt;
Motions can be [[Senate_session#Setting_the_Agenda|presented to the Speaker]] at any time, but the civil service usually reject a motion brought to them less than two hours before a session is due to begin, unless there is a very good reason for it.&lt;br /&gt;
&lt;br /&gt;
There is a printable pro-forma for Senate [[:File:Senate_Motion_Sheet.pdf|motions here.]]&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
===Wording===&lt;br /&gt;
The legal implications of any Senate motion are constrained by the precise [[motion wording]]. The [[Speaker for the Senate]] will read out the wording of a motion, before it is discussed, so it is vital to &#039;&#039;keep the wording concise&#039;&#039; and avoid circumlocution. Unnecessarily long motions try the patience of the Senate and everyone present when they are read out.&lt;br /&gt;
&lt;br /&gt;
The senator who proposes a motion is responsible for the execution of the motion if it is passed by the Senate. The civil service will take guidance from the senator who proposed the motion to complete any [[motion_wording#Necessary_Details|necessary details]] that are omitted from the wording of the original motion.&lt;br /&gt;
&lt;br /&gt;
Once a motion has been read out, a short time is set aside by the Speaker to ask questions and debate the motion. The claims made while speaking on the floor of the Senate do not carry any legal weight; it is left to the [[Imperial Synod]] to ensure that citizens who they feel have mislead the Senate are suitably dealt with.&lt;br /&gt;
===Single Issue===&lt;br /&gt;
A motion must contain a single clear issue that senators can vote on. The civil service will not normally allow a motion that incorporates multiple separate issues. The defining test for this is whether a senator might wish to vote in favour of one part of a motion and against another part. It is common for the Senate to debate a set of motions with similar themes; in these situations the motions are often discussed together as a set and then voted on in rapid succession.&lt;br /&gt;
&lt;br /&gt;
It is legitimate for a senate motion to affect a set of things, provided it affects every member of the set. For example, it is legal to have a motion to disband a specific Imperial army, it is legal to have a motion to disband all Imperial armies, but to disband two specific Imperial armies (but not the others) requires two motions.&lt;br /&gt;
&lt;br /&gt;
===Constitution===&lt;br /&gt;
It is not legal for the Senate to pass a motion which violates the spirit of the constitution. Each motion that comes before the Senate is [[scrutiny|scrutinised]] by the [[Scrutiny#Constitutional_Court|Constitutional Court]]  to check for any constitutional implications. Motions that propose changes to the way the constitution is interpreted or applied are possible, but require a [[#constitutional vote|constitutional vote]] to pass. Motions that violate the principles of the constitution will be struck down even if they have already passed the floor of the Senate. Sensible senators will bring their motions to the civil service in good time, before submitting them for a session, to ensure that they can be checked and any appropriate changes made.&lt;br /&gt;
&lt;br /&gt;
The [[Scrutiny#Constitutional_Court|Constitutional Court]] is the highest authority on the principles and application of the constitution. Historically, the Court has always acted to ensure that the rights and powers of the other bodies of state such as the Bourse, Military Council or Conclave and the nations and citizens of the Empire receive the protection they are guaranteed by the Constitution.&lt;br /&gt;
&lt;br /&gt;
==Voting==&lt;br /&gt;
Motions are decided by vote of the [[Senator|Senators]] and the [[Conscience of the Senate]]. Votes are usually open. In open votes, the Speaker will invite all in favour of the motion to move to the Throne&#039;s left or right; &amp;quot;Ayes&amp;quot; to the right and &amp;quot;Noes&amp;quot; to the left. The functionaries of the Senate will then count the votes and the result is announced. If no-one present disputes the count, then it is recorded and the matter is complete.&lt;br /&gt;
&lt;br /&gt;
Any [[senator]] may call for a secret ballot by informing the [[Speaker_for_the_Senate|Speaker]] of their intention to do so before the start of the Senate session. To permit a secret ballot on a motion first requires the majority vote of all present. If that vote passes then one white and one black bead are distributed to everyone who can vote and they vote by placing a single bead into bags carried by the Senate functionaries.&lt;br /&gt;
&lt;br /&gt;
If a citizen is not present during the session then they forfeit their right to vote, unless they have appointed a proxy who is present to vote in their stead. It is not possible to cast a vote in advance, the citizen with the power to vote must be present to do so. It is not unknown for senators on their deathbed to be brought to the floor of the chamber to cast a vote.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
A senator may bring an issue back to the floor of the Senate in the same summit if they wish to use their motion to do that, but the Speaker is under no obligation to allow further discussion of the issue if there is no substantive change in the motion.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Majority Vote===&lt;br /&gt;
A normal motion requires a majority vote. For a majority vote to pass requires only that the majority of those present vote in favour. This means that the votes of those who are absent are ignored. Most, but not all, members of the Senate have the right to vote on each ordinary motion that is brought before the Senate. Currently, the Imperial titles which the power to vote on an ordinary motion are:&lt;br /&gt;
* [[Senator]]&lt;br /&gt;
* [[Conscience of the Senate]]&lt;br /&gt;
&lt;br /&gt;
The [[The_Assemblies_of_the_Synod|General Assembly]] of the [[Imperial Synod]] may [[veto]] a single majority vote once per Imperial summit. If any motion is vetoed by the Imperial Synod then the Senate may not raise a motion which is functionally the same until the next summit.&lt;br /&gt;
&lt;br /&gt;
===Constitutional Vote===&lt;br /&gt;
Any motion that changes the way the constitution is interpreted or applied requires a constitutional vote to pass. The election of a new empress or emperor to [[the Throne]] also requires a constitutional vote, as does any [[appointment by the Senate]] where the senator has invoked the power of [[Appointments_by_the_Senate#Escalation|escalation]].&lt;br /&gt;
&lt;br /&gt;
For a constitutional vote to pass requires a two-thirds majority vote of the senators of the Empire, whether or not they are present, or even in position at that time. The Imperial Constitution explicitly states that only senators may vote on such an issue, so no other Imperial title exists or can be created which can vote in a constitutional vote.&lt;br /&gt;
&lt;br /&gt;
[[The Throne]] is assumed to be independent of the political affiliations of the senators. Any change to the law that has constitutional implications requires the approval of The Throne to ensure that the Senate is acting in the interests of the Empire as a whole. A motion that requires a constitutional vote cannot come into force without an Empress or Emperor to ratify it.&lt;br /&gt;
&lt;br /&gt;
The General Assembly or the Assembly of Nine may veto any constitutional vote (including the [[The Throne#Appointment|appointment]] of [[the Throne]]).&lt;br /&gt;
&lt;br /&gt;
===Budget===&lt;br /&gt;
If a vote requires a budget to be allocated, the Speaker will ask every individual who voted in favour to remain standing where they are. The Speaker then suggests the minimum possible amount the individual who proposed the motion believes might be used to achieve the goal. If the majority of voters remain in favour then the Speaker will keep announcing a higher figure until enough citizens cross the floor that there is no longer majority support for the motion at that level of expenditure. The motion is passed with the highest level budget that received majority support.&lt;br /&gt;
&lt;br /&gt;
==Consideration==&lt;br /&gt;
Although there are limits on how often the Synod may act they are entitled to veto any motion passed by the Imperial Senate. Formally, a motion passed by the Senate does not become law until the beginning of the next session - as this is the time limit by which the Synod must act if they intend to do so. Traditionally however, employing the veto is sufficiently rare that the Senate usually goes about its business without delay. Only a coronation is automatically delayed until the beginning of the next session.&lt;br /&gt;
&lt;br /&gt;
If members of the Synod wish the Senate to delay implementation of a motion, while the power of the veto is sought, then the best way to achieve this is to tell relevant individuals in the Senate. The conscience of the Senate, or any [[cardinal]] who tells the Speaker for the Senate that they intend to seek the veto will be sufficient to delay a disbursement until the beginning of the next session. The priest may also speak directly to any senator or citizen who has been charged to act by the Synod requesting that they delay acting until the Synod has had time to consider the matter.&lt;br /&gt;
&lt;br /&gt;
Citizens are not legally compelled to wait - but any citizen that does not do so is taking a grave risk. If a citizen acts on a motion that is subsequently vetoed by the Synod, then that citizen is likely to be found guilty of [[List_of_Criminal_Offences#Crimes_against_the_Processes_of_the_State|subverting the agencies of state]]. The severity of any punishment will be based on how reversible the actions are and how aware the citizen was that the Synod intended to veto the motion.&lt;br /&gt;
&lt;br /&gt;
==Withdrawal==&lt;br /&gt;
The citizen who proposed a motion may withdraw it at any time. If a motion is withdrawn before a session begins then the citizen may still raise a motion that summit. If a motion is withdrawn after a session begins then the right to propose a motion that summit is lost.&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
The [[Speaker for the Senate]] has the authority to raise one or more motions in the Senate by adding them to the agenda. These are usually described as &#039;&#039;administrative motions&#039;&#039; to stress their non-partisan nature and commonly have two purposes.&lt;br /&gt;
&lt;br /&gt;
* They allow the civil service to request clarification from the Senate on previous motions passed, if that the civil service can&#039;t be certain what the will of the Senate is. In legal terms, these motions modify the motion they are clarifying, but they are classed as administrative motions to stress their non-partisan nature. Administrative motions are subject to veto by the Imperial Synod as normal.&lt;br /&gt;
* They are also employed the first time an Imperial position is appointed by the Senate. The Speaker traditionally includes an administrative motion of this kind in the agenda for any session that includes a proposal to create a [[New Imperial titles|new Imperial title]].&lt;br /&gt;
&lt;br /&gt;
{{Senate Further Reading}}&lt;br /&gt;
&lt;br /&gt;
===Senate Motion Reading===&lt;br /&gt;
* [[Motion wording]]&lt;br /&gt;
* [[Scrutiny]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Senate]]&lt;br /&gt;
[[Category: Senate Motion]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Senate_motion&amp;diff=111606</id>
		<title>Senate motion</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Senate_motion&amp;diff=111606"/>
		<updated>2024-06-11T15:12:58Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Proposal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote by=&amp;quot;Varkula, The Throne&amp;quot;&amp;gt;I have no need of the power to propose a motion senator - that&#039;s what you are for. The soldier has a post, the sword has a scabbard, the pot has a fire. Everything has a purpose. Raising this motion is now yours.&amp;lt;/quote&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SenateMotion.jpg|caption=The implications of any Senate motion are constrained by the precise [[motion wording|wording]].|align=left|width=350}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Motions are the primary way that the [[Imperial Senate]] carries out its business. Commissions are ordered, laws implemented, citizens appointed - all using motions. All the main [[powers of the Imperial Senate]] rely on a motion being raised and passed when directly employed by the Senate.&lt;br /&gt;
&lt;br /&gt;
The only alternative to a motion is if the Senate create an [[Imperial title]] which has the legal authority to use one or more Senate powers. These powers can then be executed using a [[Senate announcement]] rather than a motion.&lt;br /&gt;
&lt;br /&gt;
==Proposal==&lt;br /&gt;
A member of the Senate with the power of proposal may propose a single motion each summit. The number of motions is strictly limited to prevent individual senators from monopolising the Senate&#039;s time. Currently, the Imperial titles with the power of proposal are:&lt;br /&gt;
* [[Senator]]&lt;br /&gt;
* [[Conscience of the Senate]]&lt;br /&gt;
* [[Citizens&#039; Voice]]&lt;br /&gt;
&lt;br /&gt;
A motion must have a second. Any citizen with the right to propose a motion may also second a single motion each summit.&lt;br /&gt;
&lt;br /&gt;
Motions can be [[Senate_session#Setting_the_Agenda|presented to the Speaker]] at any time, but the civil service usually reject a motion brought to them less than two hours before a session is due to begin, unless there is a very good reason for it.&lt;br /&gt;
&lt;br /&gt;
There is a printable pro-forma for Senate [[:File:Senate_Motion_Sheet.pdf|motions]] here.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
===Wording===&lt;br /&gt;
The legal implications of any Senate motion are constrained by the precise [[motion wording]]. The [[Speaker for the Senate]] will read out the wording of a motion, before it is discussed, so it is vital to &#039;&#039;keep the wording concise&#039;&#039; and avoid circumlocution. Unnecessarily long motions try the patience of the Senate and everyone present when they are read out.&lt;br /&gt;
&lt;br /&gt;
The senator who proposes a motion is responsible for the execution of the motion if it is passed by the Senate. The civil service will take guidance from the senator who proposed the motion to complete any [[motion_wording#Necessary_Details|necessary details]] that are omitted from the wording of the original motion.&lt;br /&gt;
&lt;br /&gt;
Once a motion has been read out, a short time is set aside by the Speaker to ask questions and debate the motion. The claims made while speaking on the floor of the Senate do not carry any legal weight; it is left to the [[Imperial Synod]] to ensure that citizens who they feel have mislead the Senate are suitably dealt with.&lt;br /&gt;
===Single Issue===&lt;br /&gt;
A motion must contain a single clear issue that senators can vote on. The civil service will not normally allow a motion that incorporates multiple separate issues. The defining test for this is whether a senator might wish to vote in favour of one part of a motion and against another part. It is common for the Senate to debate a set of motions with similar themes; in these situations the motions are often discussed together as a set and then voted on in rapid succession.&lt;br /&gt;
&lt;br /&gt;
It is legitimate for a senate motion to affect a set of things, provided it affects every member of the set. For example, it is legal to have a motion to disband a specific Imperial army, it is legal to have a motion to disband all Imperial armies, but to disband two specific Imperial armies (but not the others) requires two motions.&lt;br /&gt;
&lt;br /&gt;
===Constitution===&lt;br /&gt;
It is not legal for the Senate to pass a motion which violates the spirit of the constitution. Each motion that comes before the Senate is [[scrutiny|scrutinised]] by the [[Scrutiny#Constitutional_Court|Constitutional Court]]  to check for any constitutional implications. Motions that propose changes to the way the constitution is interpreted or applied are possible, but require a [[#constitutional vote|constitutional vote]] to pass. Motions that violate the principles of the constitution will be struck down even if they have already passed the floor of the Senate. Sensible senators will bring their motions to the civil service in good time, before submitting them for a session, to ensure that they can be checked and any appropriate changes made.&lt;br /&gt;
&lt;br /&gt;
The [[Scrutiny#Constitutional_Court|Constitutional Court]] is the highest authority on the principles and application of the constitution. Historically, the Court has always acted to ensure that the rights and powers of the other bodies of state such as the Bourse, Military Council or Conclave and the nations and citizens of the Empire receive the protection they are guaranteed by the Constitution.&lt;br /&gt;
&lt;br /&gt;
==Voting==&lt;br /&gt;
Motions are decided by vote of the [[Senator|Senators]] and the [[Conscience of the Senate]]. Votes are usually open. In open votes, the Speaker will invite all in favour of the motion to move to the Throne&#039;s left or right; &amp;quot;Ayes&amp;quot; to the right and &amp;quot;Noes&amp;quot; to the left. The functionaries of the Senate will then count the votes and the result is announced. If no-one present disputes the count, then it is recorded and the matter is complete.&lt;br /&gt;
&lt;br /&gt;
Any [[senator]] may call for a secret ballot by informing the [[Speaker_for_the_Senate|Speaker]] of their intention to do so before the start of the Senate session. To permit a secret ballot on a motion first requires the majority vote of all present. If that vote passes then one white and one black bead are distributed to everyone who can vote and they vote by placing a single bead into bags carried by the Senate functionaries.&lt;br /&gt;
&lt;br /&gt;
If a citizen is not present during the session then they forfeit their right to vote, unless they have appointed a proxy who is present to vote in their stead. It is not possible to cast a vote in advance, the citizen with the power to vote must be present to do so. It is not unknown for senators on their deathbed to be brought to the floor of the chamber to cast a vote.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
A senator may bring an issue back to the floor of the Senate in the same summit if they wish to use their motion to do that, but the Speaker is under no obligation to allow further discussion of the issue if there is no substantive change in the motion.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Majority Vote===&lt;br /&gt;
A normal motion requires a majority vote. For a majority vote to pass requires only that the majority of those present vote in favour. This means that the votes of those who are absent are ignored. Most, but not all, members of the Senate have the right to vote on each ordinary motion that is brought before the Senate. Currently, the Imperial titles which the power to vote on an ordinary motion are:&lt;br /&gt;
* [[Senator]]&lt;br /&gt;
* [[Conscience of the Senate]]&lt;br /&gt;
&lt;br /&gt;
The [[The_Assemblies_of_the_Synod|General Assembly]] of the [[Imperial Synod]] may [[veto]] a single majority vote once per Imperial summit. If any motion is vetoed by the Imperial Synod then the Senate may not raise a motion which is functionally the same until the next summit.&lt;br /&gt;
&lt;br /&gt;
===Constitutional Vote===&lt;br /&gt;
Any motion that changes the way the constitution is interpreted or applied requires a constitutional vote to pass. The election of a new empress or emperor to [[the Throne]] also requires a constitutional vote, as does any [[appointment by the Senate]] where the senator has invoked the power of [[Appointments_by_the_Senate#Escalation|escalation]].&lt;br /&gt;
&lt;br /&gt;
For a constitutional vote to pass requires a two-thirds majority vote of the senators of the Empire, whether or not they are present, or even in position at that time. The Imperial Constitution explicitly states that only senators may vote on such an issue, so no other Imperial title exists or can be created which can vote in a constitutional vote.&lt;br /&gt;
&lt;br /&gt;
[[The Throne]] is assumed to be independent of the political affiliations of the senators. Any change to the law that has constitutional implications requires the approval of The Throne to ensure that the Senate is acting in the interests of the Empire as a whole. A motion that requires a constitutional vote cannot come into force without an Empress or Emperor to ratify it.&lt;br /&gt;
&lt;br /&gt;
The General Assembly or the Assembly of Nine may veto any constitutional vote (including the [[The Throne#Appointment|appointment]] of [[the Throne]]).&lt;br /&gt;
&lt;br /&gt;
===Budget===&lt;br /&gt;
If a vote requires a budget to be allocated, the Speaker will ask every individual who voted in favour to remain standing where they are. The Speaker then suggests the minimum possible amount the individual who proposed the motion believes might be used to achieve the goal. If the majority of voters remain in favour then the Speaker will keep announcing a higher figure until enough citizens cross the floor that there is no longer majority support for the motion at that level of expenditure. The motion is passed with the highest level budget that received majority support.&lt;br /&gt;
&lt;br /&gt;
==Consideration==&lt;br /&gt;
Although there are limits on how often the Synod may act they are entitled to veto any motion passed by the Imperial Senate. Formally, a motion passed by the Senate does not become law until the beginning of the next session - as this is the time limit by which the Synod must act if they intend to do so. Traditionally however, employing the veto is sufficiently rare that the Senate usually goes about its business without delay. Only a coronation is automatically delayed until the beginning of the next session.&lt;br /&gt;
&lt;br /&gt;
If members of the Synod wish the Senate to delay implementation of a motion, while the power of the veto is sought, then the best way to achieve this is to tell relevant individuals in the Senate. The conscience of the Senate, or any [[cardinal]] who tells the Speaker for the Senate that they intend to seek the veto will be sufficient to delay a disbursement until the beginning of the next session. The priest may also speak directly to any senator or citizen who has been charged to act by the Synod requesting that they delay acting until the Synod has had time to consider the matter.&lt;br /&gt;
&lt;br /&gt;
Citizens are not legally compelled to wait - but any citizen that does not do so is taking a grave risk. If a citizen acts on a motion that is subsequently vetoed by the Synod, then that citizen is likely to be found guilty of [[List_of_Criminal_Offences#Crimes_against_the_Processes_of_the_State|subverting the agencies of state]]. The severity of any punishment will be based on how reversible the actions are and how aware the citizen was that the Synod intended to veto the motion.&lt;br /&gt;
&lt;br /&gt;
==Withdrawal==&lt;br /&gt;
The citizen who proposed a motion may withdraw it at any time. If a motion is withdrawn before a session begins then the citizen may still raise a motion that summit. If a motion is withdrawn after a session begins then the right to propose a motion that summit is lost.&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
The [[Speaker for the Senate]] has the authority to raise one or more motions in the Senate by adding them to the agenda. These are usually described as &#039;&#039;administrative motions&#039;&#039; to stress their non-partisan nature and commonly have two purposes.&lt;br /&gt;
&lt;br /&gt;
* They allow the civil service to request clarification from the Senate on previous motions passed, if that the civil service can&#039;t be certain what the will of the Senate is. In legal terms, these motions modify the motion they are clarifying, but they are classed as administrative motions to stress their non-partisan nature. Administrative motions are subject to veto by the Imperial Synod as normal.&lt;br /&gt;
* They are also employed the first time an Imperial position is appointed by the Senate. The Speaker traditionally includes an administrative motion of this kind in the agenda for any session that includes a proposal to create a [[New Imperial titles|new Imperial title]].&lt;br /&gt;
&lt;br /&gt;
{{Senate Further Reading}}&lt;br /&gt;
&lt;br /&gt;
===Senate Motion Reading===&lt;br /&gt;
* [[Motion wording]]&lt;br /&gt;
* [[Scrutiny]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Senate]]&lt;br /&gt;
[[Category: Senate Motion]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Proverbs&amp;diff=110026</id>
		<title>Proverbs</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Proverbs&amp;diff=110026"/>
		<updated>2024-05-03T08:16:04Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Horny3.png|align=right|height=300|caption=A quiet word is a wise word}}&lt;br /&gt;
Traditional wisdom in the Marches is often contained in pithy, short phrases full of meaning that contain practical advice. These proverbs are often admonitions or advice. There are many more of these than any one person could hope to collect.&lt;br /&gt;
&lt;br /&gt;
Widespread sayings include: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pride in small things, loyalty to great ones.&#039;&#039;&#039; People should take pride in what they do, but be loyal to their nation, rather than taking a pride in their nation&#039;s achievements but being loyal to themselves.&lt;br /&gt;
* &#039;&#039;&#039;When a dog barks, you don&#039;t bark back.&#039;&#039;&#039; Loud, angry words or taunts shouldn&#039;t be answered in kind.&lt;br /&gt;
* &#039;&#039;&#039;Sword and shears both cut alike.&#039;&#039;&#039; Soldiers and farmers both do important jobs.&lt;br /&gt;
* &#039;&#039;&#039;Know a body by their March; judge&#039;em by their company.&#039;&#039;&#039; A variant of &#039;Don&#039;t judge a book by its cover&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every wife has two husbands&#039;&#039;&#039; and &#039;&#039;&#039;Every husband two wives.&#039;&#039;&#039; There is a difference between the reality of a person and the way someone talks about them.&lt;br /&gt;
* &#039;&#039;&#039;The best soil is thirsty soil.&#039;&#039;&#039; The best soil is watered with tears, sweat and blood - that it demands and rewards hard work.&lt;br /&gt;
* &#039;&#039;&#039;Good cider takes good apples.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bread without spice is better than spice without bread.&#039;&#039;&#039; Fancy elements and adornments are no match for substance.&lt;br /&gt;
* &#039;&#039;&#039;Sow, tend and reap; fight, toil and weep.&#039;&#039;&#039; The harvest of fighting is sadness&lt;br /&gt;
* &#039;&#039;&#039;War is a thrice-ploughed field.&#039;&#039;&#039; War is hard dirty work that takes a lot of effort to complete.&lt;br /&gt;
* &#039;&#039;&#039;One boy’s a boy, two boys is half a boy and three boys is no boy at all.&#039;&#039;&#039; The more people you have on a job, the slower it goes.&lt;br /&gt;
* &#039;&#039;&#039;Lost time is never found.&#039;&#039;&#039; Wasted time is gone forever.&lt;br /&gt;
* &#039;&#039;&#039;You don&#039;t own it unless you can defend it.&#039;&#039;&#039; What someone else can take away from you is not really yours.&lt;br /&gt;
* &#039;&#039;&#039;The answer lies in the soil.&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Say what you mean and mean what you say.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Liars and gossips sleep in the same bed.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Nothing dries faster than a tear.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Having a beard doesn&#039;t make you wise.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Easy come, worth less&#039;&#039;&#039;. A Marcher summation of the virtue of Prosperity&lt;br /&gt;
* &#039;&#039;&#039;As easy to escape as a [[Landskeeper&#039;s Oath]].&#039;&#039;&#039; Something very hard, if not impossible, to escape from.&lt;br /&gt;
* &#039;&#039;&#039;Like a rake through fallen leaves.&#039;&#039;&#039; A variant of &#039;Like a hot knife through butter&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only a civil tongue buys cheap apples.&#039;&#039;&#039; Politeness is a useful trait in both trade and diplomacy&lt;br /&gt;
* &#039;&#039;&#039;Hard work wins wars.&#039;&#039;&#039; Marchers sometimes use this proverb to tacitly criticize the Dawnish affection for Glory.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t piss on my back and tell me it&#039;s raining.&#039;&#039;&#039; Don&#039;t treat me like I&#039;m stupid.&lt;br /&gt;
* &#039;&#039;&#039;You can&#039;t plough a farm in a day.&#039;&#039;&#039; Things take as long as they take.&lt;br /&gt;
* &#039;&#039;&#039;Plant a grudge in the soil, it will last a lifetime. Set it in stone and it will last forever.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A tree is known by its fruit, not by its leaves.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A handsome husband is common property.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There&#039;s two ways to bury a hatchet.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The reward for a good job is more work.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Constant tapping breaks the stone&#039;&#039;&#039; Slow and steady wins the race&lt;br /&gt;
* &#039;&#039;&#039;It&#039;s easier to look at a hill than to go over it.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fair words won&#039;t bury grudges.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only a fool cuts hay in a burning field.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Even damp wood burns in a hot fire.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There&#039;s a wide ditch between saying and doing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rich folk need big dogs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A tree with only one leaf casts little shade.&lt;br /&gt;
* &#039;&#039;&#039; Even a daft rooster can call out sunrise and sunset&#039;&#039;&#039; - A slightly cruel equivalent of &amp;quot;even a stopped clock is right twice a day&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;They&#039;ve got a brass skillet&#039;&#039;&#039; - A reference to having a strong backbone&lt;br /&gt;
* &#039;&#039;&#039;If you&#039;re not the farmer, you&#039;re the harvest.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Money is like muck. only any good if it&#039;s spread around.&lt;br /&gt;
== Making Your Own ==&lt;br /&gt;
The easiest way to make your own sayings is simply to adopt one that isn&#039;t especially well known in modern times. Many websites exist with lists of folk sayings to help you out. A more ambitious option is to take a more common saying such as &amp;quot;A rolling stone gathers no moss&amp;quot; and give it a Marcher twist.&lt;br /&gt;
&lt;br /&gt;
Some useful websites include [http://www.brownielocks.com/folksayings.html American Folksayings, proverbs and maxims]; &lt;br /&gt;
&lt;br /&gt;
[[Category:The Marches]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Proverbs&amp;diff=110025</id>
		<title>Proverbs</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Proverbs&amp;diff=110025"/>
		<updated>2024-05-02T23:18:58Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Horny3.png|align=right|height=300|caption=A quiet word is a wise word}}&lt;br /&gt;
Traditional wisdom in the Marches is often contained in pithy, short phrases full of meaning that contain practical advice. These proverbs are often admonitions or advice. There are many more of these than any one person could hope to collect.&lt;br /&gt;
&lt;br /&gt;
Widespread sayings include: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pride in small things, loyalty to great ones.&#039;&#039;&#039; People should take pride in what they do, but be loyal to their nation, rather than taking a pride in their nation&#039;s achievements but being loyal to themselves.&lt;br /&gt;
* &#039;&#039;&#039;When a dog barks, you don&#039;t bark back.&#039;&#039;&#039; Loud, angry words or taunts shouldn&#039;t be answered in kind.&lt;br /&gt;
* &#039;&#039;&#039;Sword and shears both cut alike.&#039;&#039;&#039; Soldiers and farmers both do important jobs.&lt;br /&gt;
* &#039;&#039;&#039;Know a body by their March; judge&#039;em by their company.&#039;&#039;&#039; A variant of &#039;Don&#039;t judge a book by its cover&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every wife has two husbands&#039;&#039;&#039; and &#039;&#039;&#039;Every husband two wives.&#039;&#039;&#039; There is a difference between the reality of a person and the way someone talks about them.&lt;br /&gt;
* &#039;&#039;&#039;The best soil is thirsty soil.&#039;&#039;&#039; The best soil is watered with tears, sweat and blood - that it demands and rewards hard work.&lt;br /&gt;
* &#039;&#039;&#039;Good cider takes good apples.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bread without spice is better than spice without bread.&#039;&#039;&#039; Fancy elements and adornments are no match for substance.&lt;br /&gt;
* &#039;&#039;&#039;Sow, tend and reap; fight, toil and weep.&#039;&#039;&#039; The harvest of fighting is sadness&lt;br /&gt;
* &#039;&#039;&#039;War is a thrice-ploughed field.&#039;&#039;&#039; War is hard dirty work that takes a lot of effort to complete.&lt;br /&gt;
* &#039;&#039;&#039;One boy’s a boy, two boys is half a boy and three boys is no boy at all.&#039;&#039;&#039; The more people you have on a job, the slower it goes.&lt;br /&gt;
* &#039;&#039;&#039;Lost time is never found.&#039;&#039;&#039; Wasted time is gone forever.&lt;br /&gt;
* &#039;&#039;&#039;You don&#039;t own it unless you can defend it.&#039;&#039;&#039; What someone else can take away from you is not really yours.&lt;br /&gt;
* &#039;&#039;&#039;The answer lies in the soil.&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Say what you mean and mean what you say.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Liars and gossips sleep in the same bed.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Nothing dries faster than a tear.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Having a beard doesn&#039;t make you wise.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Easy come, worth less&#039;&#039;&#039;. A Marcher summation of the virtue of Prosperity&lt;br /&gt;
* &#039;&#039;&#039;As easy to escape as a [[Landskeeper&#039;s Oath]].&#039;&#039;&#039; Something very hard, if not impossible, to escape from.&lt;br /&gt;
* &#039;&#039;&#039;Like a rake through fallen leaves.&#039;&#039;&#039; A variant of &#039;Like a hot knife through butter&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only a civil tongue buys cheap apples.&#039;&#039;&#039; Politeness is a useful trait in both trade and diplomacy&lt;br /&gt;
* &#039;&#039;&#039;Hard work wins wars.&#039;&#039;&#039; Marchers sometimes use this proverb to tacitly criticize the Dawnish affection for Glory.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t piss on my back and tell me it&#039;s raining.&#039;&#039;&#039; Don&#039;t treat me like I&#039;m stupid.&lt;br /&gt;
* &#039;&#039;&#039;You can&#039;t plough a farm in a day.&#039;&#039;&#039; Things take as long as they take.&lt;br /&gt;
* &#039;&#039;&#039;Plant a grudge in the soil, it will last a lifetime. Set it in stone and it will last forever.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A tree is known by its fruit, not by its leaves.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A handsome husband is common property.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There&#039;s two ways to bury a hatchet.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The reward for a good job is more work.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Constant tapping breaks the stone&#039;&#039;&#039; Slow and steady wins the race&lt;br /&gt;
* &#039;&#039;&#039;It&#039;s easier to look at a hill than to go over it.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fair words won&#039;t bury grudges.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only a fool cuts hay in a burning field.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Even damp wood burns in a hot fire.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There&#039;s a wide ditch between saying and doing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rich folk need big dogs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A tree with only one leaf casts little shade.&lt;br /&gt;
* &#039;&#039;&#039; Even a daft rooster can call out sunrise and sunset&#039;&#039;&#039; - A slightly cruel equivalent of &amp;quot;even a stopped clock is right twice a day&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;They&#039;ve got a brass skillet&#039;&#039;&#039; - A reference to having a strong backbone&lt;br /&gt;
* &#039;&#039;&#039;If you&#039;re not the farmer, you&#039;re the harvest.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Money is like muck. only any good if it&#039;s spread it around.&lt;br /&gt;
== Making Your Own ==&lt;br /&gt;
The easiest way to make your own sayings is simply to adopt one that isn&#039;t especially well known in modern times. Many websites exist with lists of folk sayings to help you out. A more ambitious option is to take a more common saying such as &amp;quot;A rolling stone gathers no moss&amp;quot; and give it a Marcher twist.&lt;br /&gt;
&lt;br /&gt;
Some useful websites include [http://www.brownielocks.com/folksayings.html American Folksayings, proverbs and maxims]; &lt;br /&gt;
&lt;br /&gt;
[[Category:The Marches]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Proverbs&amp;diff=110024</id>
		<title>Proverbs</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Proverbs&amp;diff=110024"/>
		<updated>2024-05-02T23:18:12Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Horny3.png|align=right|height=300|caption=A quiet word is a wise word}}&lt;br /&gt;
Traditional wisdom in the Marches is often contained in pithy, short phrases full of meaning that contain practical advice. These proverbs are often admonitions or advice. There are many more of these than any one person could hope to collect.&lt;br /&gt;
&lt;br /&gt;
Widespread sayings include: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pride in small things, loyalty to great ones.&#039;&#039;&#039; People should take pride in what they do, but be loyal to their nation, rather than taking a pride in their nation&#039;s achievements but being loyal to themselves.&lt;br /&gt;
* &#039;&#039;&#039;When a dog barks, you don&#039;t bark back.&#039;&#039;&#039; Loud, angry words or taunts shouldn&#039;t be answered in kind.&lt;br /&gt;
* &#039;&#039;&#039;Sword and shears both cut alike.&#039;&#039;&#039; Soldiers and farmers both do important jobs.&lt;br /&gt;
* &#039;&#039;&#039;Know a body by their March; judge&#039;em by their company.&#039;&#039;&#039; A variant of &#039;Don&#039;t judge a book by its cover&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every wife has two husbands&#039;&#039;&#039; and &#039;&#039;&#039;Every husband two wives.&#039;&#039;&#039; There is a difference between the reality of a person and the way someone talks about them.&lt;br /&gt;
* &#039;&#039;&#039;The best soil is thirsty soil.&#039;&#039;&#039; The best soil is watered with tears, sweat and blood - that it demands and rewards hard work.&lt;br /&gt;
* &#039;&#039;&#039;Good cider takes good apples.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bread without spice is better than spice without bread.&#039;&#039;&#039; Fancy elements and adornments are no match for substance.&lt;br /&gt;
* &#039;&#039;&#039;Sow, tend and reap; fight, toil and weep.&#039;&#039;&#039; The harvest of fighting is sadness&lt;br /&gt;
* &#039;&#039;&#039;War is a thrice-ploughed field.&#039;&#039;&#039; War is hard dirty work that takes a lot of effort to complete.&lt;br /&gt;
* &#039;&#039;&#039;One boy’s a boy, two boys is half a boy and three boys is no boy at all.&#039;&#039;&#039; The more people you have on a job, the slower it goes.&lt;br /&gt;
* &#039;&#039;&#039;Lost time is never found.&#039;&#039;&#039; Wasted time is gone forever.&lt;br /&gt;
* &#039;&#039;&#039;You don&#039;t own it unless you can defend it.&#039;&#039;&#039; What someone else can take away from you is not really yours.&lt;br /&gt;
* &#039;&#039;&#039;The answer lies in the soil.&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Say what you mean and mean what you say.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Liars and gossips sleep in the same bed.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Nothing dries faster than a tear.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Having a beard doesn&#039;t make you wise.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Easy come, worth less&#039;&#039;&#039;. A Marcher summation of the virtue of Prosperity&lt;br /&gt;
* &#039;&#039;&#039;As easy to escape as a [[Landskeeper&#039;s Oath]].&#039;&#039;&#039; Something very hard, if not impossible, to escape from.&lt;br /&gt;
* &#039;&#039;&#039;Like a rake through fallen leaves.&#039;&#039;&#039; A variant of &#039;Like a hot knife through butter&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only a civil tongue buys cheap apples.&#039;&#039;&#039; Politeness is a useful trait in both trade and diplomacy&lt;br /&gt;
* &#039;&#039;&#039;Hard work wins wars.&#039;&#039;&#039; Marchers sometimes use this proverb to tacitly criticize the Dawnish affection for Glory.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t piss on my back and tell me it&#039;s raining.&#039;&#039;&#039; Don&#039;t treat me like I&#039;m stupid.&lt;br /&gt;
* &#039;&#039;&#039;You can&#039;t plough a farm in a day.&#039;&#039;&#039; Things take as long as they take.&lt;br /&gt;
* &#039;&#039;&#039;Plant a grudge in the soil, it will last a lifetime. Set it in stone and it will last forever.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A tree is known by its fruit, not by its leaves.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A handsome husband is common property.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There&#039;s two ways to bury a hatchet.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The reward for a good job is more work.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Constant tapping breaks the stone&#039;&#039;&#039; Slow and steady wins the race&lt;br /&gt;
* &#039;&#039;&#039;It&#039;s easier to look at a hill than to go over it.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fair words won&#039;t bury grudges.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only a fool cuts hay in a burning field.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Even damp wood burns in a hot fire.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There&#039;s a wide ditch between saying and doing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rich folk need big dogs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A tree with only one leaf casts little shade.&lt;br /&gt;
* &#039;&#039;&#039; Even a daft rooster can call out sunrise and sunset&#039;&#039;&#039; - A slightly cruel equivalent of &amp;quot;even a stopped clock is right twice a day&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;They&#039;ve got a brass skillet&#039;&#039;&#039; - A reference to having a strong backbone&lt;br /&gt;
* &#039;&#039;&#039;If you&#039;re not the farmer, you&#039;re the harvest.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Money is like muck. only any good if you spread it around.&amp;quot;&lt;br /&gt;
== Making Your Own ==&lt;br /&gt;
The easiest way to make your own sayings is simply to adopt one that isn&#039;t especially well known in modern times. Many websites exist with lists of folk sayings to help you out. A more ambitious option is to take a more common saying such as &amp;quot;A rolling stone gathers no moss&amp;quot; and give it a Marcher twist.&lt;br /&gt;
&lt;br /&gt;
Some useful websites include [http://www.brownielocks.com/folksayings.html American Folksayings, proverbs and maxims]; &lt;br /&gt;
&lt;br /&gt;
[[Category:The Marches]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Proverbs&amp;diff=110011</id>
		<title>Proverbs</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Proverbs&amp;diff=110011"/>
		<updated>2024-05-02T20:37:53Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Horny3.png|align=right|height=300|caption=A quiet word is a wise word}}&lt;br /&gt;
Traditional wisdom in the Marches is often contained in pithy, short phrases full of meaning that contain practical advice. These proverbs are often admonitions or advice. There are many more of these than any one person could hope to collect.&lt;br /&gt;
&lt;br /&gt;
Widespread sayings include: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pride in small things, loyalty to great ones.&#039;&#039;&#039; People should take pride in what they do, but be loyal to their nation, rather than taking a pride in their nation&#039;s achievements but being loyal to themselves.&lt;br /&gt;
* &#039;&#039;&#039;When a dog barks, you don&#039;t bark back.&#039;&#039;&#039; Loud, angry words or taunts shouldn&#039;t be answered in kind.&lt;br /&gt;
* &#039;&#039;&#039;Sword and shears both cut alike.&#039;&#039;&#039; Soldiers and farmers both do important jobs.&lt;br /&gt;
* &#039;&#039;&#039;Know a body by their March; judge&#039;em by their company.&#039;&#039;&#039; A variant of &#039;Don&#039;t judge a book by its cover&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every wife has two husbands&#039;&#039;&#039; and &#039;&#039;&#039;Every husband two wives.&#039;&#039;&#039; There is a difference between the reality of a person and the way someone talks about them.&lt;br /&gt;
* &#039;&#039;&#039;The best soil is thirsty soil.&#039;&#039;&#039; The best soil is watered with tears, sweat and blood - that it demands and rewards hard work.&lt;br /&gt;
* &#039;&#039;&#039;Good cider takes good apples.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bread without spice is better than spice without bread.&#039;&#039;&#039; Fancy elements and adornments are no match for substance.&lt;br /&gt;
* &#039;&#039;&#039;Sow, tend and reap; fight, toil and weep.&#039;&#039;&#039; The harvest of fighting is sadness&lt;br /&gt;
* &#039;&#039;&#039;War is a thrice-ploughed field.&#039;&#039;&#039; War is hard dirty work that takes a lot of effort to complete.&lt;br /&gt;
* &#039;&#039;&#039;One boy’s a boy, two boys is half a boy and three boys is no boy at all.&#039;&#039;&#039; The more people you have on a job, the slower it goes.&lt;br /&gt;
* &#039;&#039;&#039;Lost time is never found.&#039;&#039;&#039; Wasted time is gone forever.&lt;br /&gt;
* &#039;&#039;&#039;You don&#039;t own it unless you can defend it.&#039;&#039;&#039; What someone else can take away from you is not really yours.&lt;br /&gt;
* &#039;&#039;&#039;The answer lies in the soil.&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Say what you mean and mean what you say.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Liars and gossips sleep in the same bed.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Nothing dries faster than a tear.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Having a beard doesn&#039;t make you wise.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Easy come, worth less&#039;&#039;&#039;. A Marcher summation of the virtue of Prosperity&lt;br /&gt;
* &#039;&#039;&#039;As easy to escape as a [[Landskeeper&#039;s Oath]].&#039;&#039;&#039; Something very hard, if not impossible, to escape from.&lt;br /&gt;
* &#039;&#039;&#039;Like a rake through fallen leaves.&#039;&#039;&#039; A variant of &#039;Like a hot knife through butter&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only a civil tongue buys cheap apples.&#039;&#039;&#039; Politeness is a useful trait in both trade and diplomacy&lt;br /&gt;
* &#039;&#039;&#039;Hard work wins wars.&#039;&#039;&#039; Marchers sometimes use this proverb to tacitly criticize the Dawnish affection for Glory.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t piss on my back and tell me it&#039;s raining.&#039;&#039;&#039; Don&#039;t treat me like I&#039;m stupid.&lt;br /&gt;
* &#039;&#039;&#039;You can&#039;t plough a farm in a day.&#039;&#039;&#039; Things take as long as they take.&lt;br /&gt;
* &#039;&#039;&#039;Plant a grudge in the soil, it will last a lifetime. Set it in stone and it will last forever.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A tree is known by its fruit, not by its leaves.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A handsome husband is common property.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There&#039;s two ways to bury a hatchet.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The reward for a good job is more work.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Constant tapping breaks the stone&#039;&#039;&#039; Slow and steady wins the race&lt;br /&gt;
* &#039;&#039;&#039;It&#039;s easier to look at a hill than to go over it.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fair words won&#039;t bury grudges.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only a fool cuts hay in a burning field.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Even damp wood burns in a hot fire.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There&#039;s a wide ditch between saying and doing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rich folk need big dogs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A tree with only one leaf casts little shade.&lt;br /&gt;
* &#039;&#039;&#039; Even a daft rooster can call out sunrise and sunset&#039;&#039;&#039; - A slightly cruel equivalent of &amp;quot;even a stopped clock is right twice a day&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;They&#039;ve got a brass skillet&#039;&#039;&#039; - A reference to having a strong backbone&lt;br /&gt;
* &#039;&#039;&#039;If you&#039;re not the farmer, you&#039;re the harvest.&#039;&#039;&#039;&lt;br /&gt;
== Making Your Own ==&lt;br /&gt;
The easiest way to make your own sayings is simply to adopt one that isn&#039;t especially well known in modern times. Many websites exist with lists of folk sayings to help you out. A more ambitious option is to take a more common saying such as &amp;quot;A rolling stone gathers no moss&amp;quot; and give it a Marcher twist.&lt;br /&gt;
&lt;br /&gt;
Some useful websites include [http://www.brownielocks.com/folksayings.html American Folksayings, proverbs and maxims]; &lt;br /&gt;
&lt;br /&gt;
[[Category:The Marches]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_Crown_in_Winter&amp;diff=109669</id>
		<title>A Crown in Winter</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_Crown_in_Winter&amp;diff=109669"/>
		<updated>2024-04-21T20:34:32Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* The Coronation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:385YE Winter]][[Category:Recent History]]&lt;br /&gt;
{{CaptionedImage|file=Empress of Thunder.jpg|width=300|align=left|caption=Empress Vesna Borkovna Prochnost}}&lt;br /&gt;
==Overview==&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=jU778vaBsTQ}}&lt;br /&gt;
There is to be a new [[the Throne|Empress]]! The greater majority of the [[Imperial Senate]] has voted to raise &#039;&#039;&#039;Vesna Borkovna Prochnost&#039;&#039;&#039; to the Throne. In a dramatic and very public show of support, a judgement of veto was then put before the [[Assembly#Assembly_of_the_Nine|Assembly of Nine]] and immediately and unanimously voted down. Senator Vesna is now set to be appointed at the start of the next [[Senate session]], beginning with the formality of her own [[The_Throne#Ratification|ratification]].&lt;br /&gt;
&lt;br /&gt;
Vesna&#039;s rise in the political sphere has been astounding. The youngest of seven children, the young Empress-to-be was raised on a pumpkin farm in the woods of [[Miekarova#Srodkoja|Srodkoja]] before leaving home to join the [[Varushka_groups#Wardens_of_the_Grateful_Hearth|Wardens of the Grateful Hearth]]. Her first journey to Anvil was at the Winter Solstice of 382YE, spending the year gathering allies and working to strengthen the nation of Varushka. She was elected senator for Ossium in Winter 383 and re-elected again in 384: two terms during which she worked hard in the interests of the people, passing motions to [[384YE_Spring_Equinox_Senate_sessions#Extend_Iron_Roads|extend the Iron Roads]] and [[385YE_Spring_Equinox_Senate_sessions#Appraise_Improving_Ossium|appraise other improvements to the territory]].&lt;br /&gt;
&lt;br /&gt;
Her service has not been entirely without controversy - she was [[384YE_Spring_Equinox_Synod_judgements#Judgement_101|called to inquisition]] for her part in the [[Ratify_treaty_with_Thule_Winter_383YE|Winter 383YE treaty with the Thule]], but the questioning passed without further resolution. During the Autumn summit of 385, she received the [[385YE_Autumn_Equinox_Conclave_sessions#Concord_:_Support_Vesna_Borkovna_Prochnost|support]] of the Conclave and shortly after Vesna Borkovna Prochnost was elected to become the twenty-first Empress.&lt;br /&gt;
&lt;br /&gt;
There is a war on, and the situation could be considered worse than when Empress Lisabetta took the throne... but the coronation of a Throne is a significant event in the history of the Empire. Even at the height of the [[The_Orc_Rebellion|Orc Rebellion]], the coronation of [[Emperor Ahraz]] was followed by a night of revelry. Each new Throne places an indelible mark on the Empire, and their ascension never goes unmarked.&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
The Imperial Senate voted to elect Vesna to the Throne in the final [[Senate session]] of the Autumn summit. According [[Senate_motion#Consideration|to Imperial law]], &#039;&#039;&amp;quot;a motion passed by the Senate does not become law until the beginning of the next session&#039;&#039;&amp;quot; - to give the Imperial Synod time to consider if they wish to veto the motion. The power of the Imperial Synod includes the right to veto all appointments, and since the election of a new Throne requires [[Senate_motion#Constitutional_Vote|a constitutional vote]], it can be vetoed by the General Assembly or the Assembly of Nine. However the judgement of veto must be submitted at the summit where the motion was passed.&lt;br /&gt;
&lt;br /&gt;
While the matter of the Throne is so important that a coronation is &#039;&#039;always&#039;&#039; delayed until the beginning of the next session, it is still the case that any judgement of veto must be submitted at the same summit that a motion is passed. Of course that is difficult when a motion passes the Senate in the final session of the summit, but that is why the Civil Service [[Veto#Timing|allow a small grace period after the final session]] is concluding to allow any eligible citizen to indicate that they intend to seek the veto. &lt;br /&gt;
&lt;br /&gt;
Thus, Senator Vesna will become the Empress at the start of the first Senate session, where her first responsibility will be to ratify her election. As such the civil service are publicizing the timetable for the coronation of the new Throne, having liaised with the Empress Elect to agree on the schedule of events that will be arranged to celebrate the momentous occasion.&lt;br /&gt;
&lt;br /&gt;
==The Coronation==&lt;br /&gt;
&amp;lt;table style=&amp;quot;float: right; max-width:300px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Arrival Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13:30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13:40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13:50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14:00&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14:10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Imperial Orcs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14:20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14:30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14:40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14:50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:00&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
As is customary, the celebration of the Coronation will begin on the second day of the summit with a tour of the nations, with the new Empress visiting each nation in turn. The Throne&#039;s journey will be carefully choreographed by the [[Speaker_for_the_Senate|Speaker for the Senate]] to ensure it keeps to time. There will be a small window for members of each nation to give the Empress a formal welcome in traditional national style if they wish to do so. The tour will begin in [[Varushka]] at 13:30 and proceed to [[Highguard]], [[Urizen]], [[The Marches]], [[The League]], The [[Imperial Orcs]], [[Navarr]], [[Wintermark]], and [[Dawn]] before concluding in [[The Brass Coast]].&lt;br /&gt;
&lt;br /&gt;
Once the tour is complete, the Coronation ceremony will take place on field near Anvil (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; the Skirmish Field), where an area will be set aside with seating arranged for those that need it most. The Empress Elect has invited &#039;&#039;&#039;Kalina Jadwigowna Piosnkowa Prochnost&#039;&#039;&#039; to perform the coronation anthem. At 15:15, each nation will be invited to make a formal presentation to the new Throne, in line with their hearth magic and customs. The presentations will begin with the Brass Coast followed by Dawn, Highguard, the Imperial Orcs, the League, the Marches, Navarr, Urizen, Varushka, and concluding with Wintermark. Citizens who wish to represent their nation are advised to speak to their [[Egregores|egregore]].&lt;br /&gt;
&lt;br /&gt;
Once each nation has had a chance to make their presentation, there will be a dedication to [[Prosperity]] performed by &#039;&#039;&#039;Ophelia Sanguineo Rezia di Tassato&#039;&#039;&#039; of The League. The Printers Guild will then present the Imperial Crown to the new Throne. In a break from tradition, the Empress Elect has asked &#039;&#039;&#039;Belakov Zakharovich Prochnost&#039;&#039;&#039; to crown her. Once she has been crowned, Empress Vesna will then deliver a short address. The closing of the ceremony will be marked by a performance of the Imperial Anthem.&lt;br /&gt;
&lt;br /&gt;
Following the Winter Solstice summit, and the formal coronation, there are traditionally parties across the Empire, accompanied by a celebratory address from The Throne. You can learn more about these celebrations and what the Throne&#039;s first address means both for the Empire and their reign in the [[A Sparrow in Spring]] Wind of Fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edit!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ve edited this wind of fortune. It originally said that the General Assembly had an impossibly narrow window in which they could theoretically veto this appointment. On closer reading of the Imperial laws on the wiki, we realised that was not the case. Any veto does have to be submitted or &amp;quot;sought&amp;quot; at the event where the motion passes. That didn&#039;t happen in this case and the deadline has now expired. We&#039;ve edited this page accordingly. If we discover any other errors over this issue, we will note them on this page, but we won&#039;t change the outcome any further. The contents of this wind represent the final judgement of the Constitutional Court on this matter.&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Foreign Dignitaries==&lt;br /&gt;
It is common for foreign nations with whom the Empire has good relations to send representatives to [[Anvil]] to recognise the new Throne. It is traditional for these dignitaries to bring gifts, to honour the Throne and for the Empress to receive from the throne. The civil service have set aside a brief period for these presentations, following the end of the coronation and before Senate begins at 16:00. &lt;br /&gt;
&lt;br /&gt;
The governments of the [[Commonwealth|Commonwealth]], [[Faraden]], [[Axos]], [[Thule|Otkodov]], and [[Sarcophan Delves|Sarcophan]] have all indicated that they intend to send a representative to acknowledge the new Empress. As a matter of protocol, foreign ambassadors are requested not to discuss political matters at this time. Any citizen who has business with the nation in question should ensure that they keep the matter until after the coronation has concluded.&lt;br /&gt;
&lt;br /&gt;
All gifts presented at this time are considered the property of the Empress, not the Throne, and so it will be within the purview of the new Empress to dispose of them as they wish. Some Thrones keep one or more of the gifts they receive at their coronation to remember the moment. In other cases, Thrones have passed the dispensation of such gifts over to others. For example, [[Empress Teleri]] gave all formal gifts over to the [[Imperial Synod|Synod]] to determine suitably virtuous recipients, while [[Emperor Giovanni]] had almost all gifts he received while on the throne auctioned through the [[Imperial Bourse|Bourse]].&lt;br /&gt;
&lt;br /&gt;
==Addressing the Throne==&lt;br /&gt;
Each Throne may choose their own forms of address. Traditionally, The Throne is addressed as &amp;quot;&#039;&#039;their Imperial majesty&#039;&#039;&amp;quot; but some Thrones have chosen a different honorific. [[Emperor James]] for example preferred to be addressed as &amp;quot;&#039;&#039;your honour&#039;&#039;&amp;quot; while [[Empress Richilde]] favoured the [[Dawn|Dawnish]] &amp;quot;&#039;&#039;m&#039;lady Empress&#039;&#039;&amp;quot;. Most recently, Empress Lisabetta chose &amp;quot;Imperatrix&amp;quot; as her official title. While few people in the Empire put much store by personal titles, most citizens take a very different approach with The Throne. The Throne is chosen by the Senate, who hold their titles on behalf of the people of the Empire. As such it is suggested that The Throne stands as a symbolic representation of the Empire itself - and a failure to accord them due respect ultimately shows that the citizen does not respect their own Empire. At the very least, this can be seen as an abject failure of [[Pride]]. &lt;br /&gt;
&lt;br /&gt;
By default, foreign dignitaries will refer to The Throne by the traditional title unless instructed otherwise.&lt;br /&gt;
&lt;br /&gt;
==OOC Note==&lt;br /&gt;
The coronation of a new Throne is one of the most unique events in Empire - this is only the second time it has happened in the ten years that Empire has been running. We&#039;ve published a timetable for the coronation that is deliberately designed to allow a little time for members of each nation to create something special. This represents a singular opportunity for any player who wants to get involved in the celebrations to help make the occasion as momentous as possible.&lt;br /&gt;
&lt;br /&gt;
However, please bear in mind at all times that the new Empress is not a member of our NPC crew. They are a player, and should be treated with the same courtesy and respect you would give any other player at the event.&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;What they arguing about?&amp;quot; Caecilia asked. Leontes was sat red-faced in his chair, while Magistrate Abraham stalked up and down in front of him waving his arms and trying not to shout.&lt;br /&gt;
&lt;br /&gt;
Eeli leaned closer to her fellow civil servant so she could whisper more easily. &amp;quot;Synod Veto. Whether the General Assembly can still veto the appointment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Really?&amp;quot; Caecilla queried in a similar hushed tone. &amp;quot;I thought they settled that a week ago?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yup&amp;quot; said Eeli slowly, grinning slightly. &amp;quot;But a weather vane only moves when the wind blows as they say...&amp;quot; Caecilla threw a confused look at her more experienced colleague so he pressed on. &amp;quot;Abraham is notorious for changing his views every day. Polite people say he just listens to whoever he spoke to last. Less polite people suggest he can no longer remember what he thought yesterday. Anyway he spoke with the Tribune of the Synod who convinced him they could veto. So he&#039;s spent yesterday trying to convince Leontes that the thing he thought the day before was now wrong. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And now?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now it looks like Leontes has successfully changed his mind again...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wow... How long they&#039;ve been at this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Six days... so far...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;All for something that is absolutely not going to happen?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yup&amp;quot; said Eeli again. &amp;quot;Welcome to the Castle of Thorns Caecilla. The Empire thanks you for your service...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[A Sparrow in Spring]] - 385YE Winter Wind of Fortune regarding the immediate aftermath of the Coronation&lt;br /&gt;
* [[The Throne]]&lt;br /&gt;
* [[Veto]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2024&amp;diff=108798</id>
		<title>Rules update 2024</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2024&amp;diff=108798"/>
		<updated>2024-04-08T13:36:46Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Senate Voting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Every year we carry out a review of some part of the game looking to see what we can improve. This page summarizes and explains the changes so that players can identify and understand the changes easily. We try to include a section after each update to explain the reasoning behind the change, as well as providing an in-character rationale for what has changed where appropriate.&lt;br /&gt;
&lt;br /&gt;
==Electing senators==&lt;br /&gt;
We have made changes to the senatorial elections for [[Dawn leadership|Dawn]], [[Highguard leadership|Highguard]], [[Urizen leadership|Urizen]], and [[Varushka leadership|Varushka]]. In Dawn and Urizen we have removed the element of the voting that used ribboned items: favours and sigils, respectively. In all four cases we have switched the voting so that eligibility to vote is determined by your resource being in the territory in question.&lt;br /&gt;
&lt;br /&gt;
This means that Dawnish senators are now elected by simple vote of the nobles whose resource is in the relevant territory. The new process for the vote is described on the page for [[Dawn leadership]] and involves noble houses entering the Glory Square one by one to pledge their support for their chosen candidate.&lt;br /&gt;
&lt;br /&gt;
In Urizen, the senator is now elected by simple vote of the magicians whose resource is in that territory. In addition, we have updated the demos so that only spires who are in the territory being contested can submit a dictum for consideration.&lt;br /&gt;
&lt;br /&gt;
In Varushka, the senator is now elected by simple vote of the wise ones whose resource is in that territory. In Highguard, voting is still done by strength of congregation, with voters voting against the least virtuous candidate - but now only congregations in the territory will have votes for the senator of the territory.&lt;br /&gt;
&lt;br /&gt;
Dawnish and Urizeni players who possess an existing favour or sigil ribbon are welcome to continue to attach them to phys-reps, but we won&#039;t issue any new ones, as they are no longer needed.&lt;br /&gt;
&lt;br /&gt;
The restriction of not being able to vote in an election until a year has passed since you were previously eligible to vote is starting for these nations from the Winter Solstice 385YE.&lt;br /&gt;
&lt;br /&gt;
Anyone affected by this change can e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] with your CID before the 15&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt; of April to discuss moving the territory that your resource is based in.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
Unfortunately, a very fundamental change to the Dawn and Urizen voting methods was required. The previous methods, involving sigils and favours, had complex political options, but they were too complex and too subject to failure. There was a well-publicized failure in the Dawn elections, as we were unable to adjudicate the election fairly, which resulted in the entire election having to be rerun. That forced us to acknowledge that this process was too complex and too likely to fail catastrophically due to our error. Therefore, we have dropped it completely. &lt;br /&gt;
&lt;br /&gt;
Instead, we have elected to make the elections territorial - that means that only citizens whose resource is located in the relevant territory can register their support in the election. We&#039;ve also chosen to extend this principle to Varushka and Highguard, where previously the entire nation could vote in every election. While that helps with engagement, it creates the potential for a single dominant voting block to control every election (this is the key thing the favours and sigils were aiming to avoid). One of our goals with Empire is to try to ensure a wide distribution of power and having territorial elections is one of the more effective ways to do that. If a nation is very small, it can make more sense to allow them to decide senators together, because there aren&#039;t enough players in each territory to enable a lot of political conflict between them, but as Empire has doubled in size over the last five years of play, it makes sense to move as many nations as possible to voting by territory.&lt;br /&gt;
&lt;br /&gt;
For Dawn, we have attempted to create a physical process for the election that reflects its glorious nature. That is difficult to do, since elections are by their nature grubby political affairs. We&#039;ve presented a new process which we hope players will support and do their best to make as glorious and filled with pomp and splendour as possible, but we welcome feedback on ways that we can make that even more of a spectacle.&lt;br /&gt;
&lt;br /&gt;
===IC Reasoning===&lt;br /&gt;
The new political systems have been introduced following change discussed between the civil service and the egregores of the respective nations. Over winter the egregores have worked with the civil service to create voting mechanisms that better reflect the spirit of the nation.&lt;br /&gt;
&lt;br /&gt;
==Sinecures==&lt;br /&gt;
We have updated sinecures so that they no longer provide votes in the Imperial Synod. Sinecures can benefit by producing liao, but not votes in the Synod; as a result, they will not provide membership in the Imperial Synod. In most circumstances we have identified where a sinecure&#039;s nature and responsibilities warrant something, as if we were offering them as a part of an [[opportunity]]. These are similar to the items offered to the [[Guardian of the Maze of Zoria]] and the [[Master of the School of Exorcism]].&lt;br /&gt;
&lt;br /&gt;
In other circumstances we have identified titles where the nature of the commission means it makes more sense for the title to receive money in addition to liao. These tend to be constructions like museums, tombs, or libraries intended to spread knowledge for a price. There are also a number of titles appointed by the Assembly of Prosperity, or the National Assemblies of the Brass Coast and the League, where the location of the sinecure also lends itself well to receiving funds in addition to liao. These titles will also gain an increase in the amount of liao they receive each season, alongside an income in rings each season.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
Empire is a game of politics in which amassing and wielding power is a central theme. It is intended to support corruption and entices characters to act in their best interests. However we put some limits on the power that a character can hold - such as limiting a citizen to a single Imperial title, to keep an element of game balance. We identified some time ago that allowing players to create commissions that gave votes in Senate elections was too powerful and too distorting to the game, however we shied away from applying the same logic to Synod votes due to the scale of the challenge. Having had the winter to look at the changes needed, we&#039;re now implementing the consistent approach for Synod votes. Players can obtain a sinecure - or other title that gives them income of one form or another - but they can&#039;t create a title that grants them more votes. The option to do that has been removed because it distorts the core game too much.&lt;br /&gt;
&lt;br /&gt;
We still want to encourage characters using rituals, like [[Mantle of the Golden Orator]], and particularly upgrading your personal resource to improve your congregation. The benefits that these options provide are on a different scale to those available from commissions and are much more widely accessible to characters with less political influence.&lt;br /&gt;
&lt;br /&gt;
Removing votes from sinecures means that anyone with one of these titles that does not have a congregation will cease being a member of the Imperial Synod after the Winter Solstice. This is a deliberate design choice: being part of the Imperial Synod is meant to be a big deal, one that requires a significant sacrifice on the part of the character. It&#039;s no longer possible for a character to wield votes in the Synod unless they have opted to take a congregation and thus are on the same footing as all the other characters in Synod. As part of this change, anyone can email [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] to change their personal resource to a congregation in a territory in their nation without the usual cost.&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Title&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Previous Output&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;New Output&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Armarius of the Anvil Library]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 vials of liao, 14 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 vials of liao and 54 rings each season&amp;lt;br&amp;gt;[[Seer&#039;s Probe]] at the Spring Equinox&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Azure Sutannir]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 vials of liao, 12 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 vials of liao and 4 crowns  each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Captain of the Throne Guard]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 vials of liao, 14 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 vials of liao and three doses of [[the Sovereign Specific]] each season&amp;lt;br&amp;gt;[[Bondring]] at the Winter Solstice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Castellan of the Silent Sentinel]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 vials of liao, 20 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 vials of liao and 135 rings each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Challenger in Waiting]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 vials of liao, 12 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11 vials of liao each season&amp;lt;br&amp;gt;[[Icon of the Witness]] at the Spring Equinox&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Claviger of the Basilica of Cora Holdfast]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 vials of liao, 20 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 vials of liao each season&amp;lt;br&amp;gt;[[Phial of the Sun]] at the Spring Equinox&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Crimson Sutannir]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 vials of liao, 14 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11 vials of liao and 4 crowns each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Crow Keeper of the Rest]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 vials of liao, 12 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 vials of liao and 3 doses of [[Goosewhisper Infusion]] each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Curator of the Blood Red River]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 vials of liao, 16 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 vials of liao and 5 crowns each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Curator of the Printer&#039;s Guild Museum]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 vials of liao, 12 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 vials of liao and 4 crowns each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Curator of the White City Museum]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 vials of liao, 14 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11 vials of liao and 4 crowns each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Custodian of the Imperial War Memorial]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 vials of liao, 12 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 vials of liao and 4 crowns each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dean of Laroc Cathedral]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 vials of liao, 12 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 vials of liao and 3 doses of [[Skop&#039;s Mead]] each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Friar of Honour&#039;s Rest]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 vials of liao, 14 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11 vials of liao and 4 crowns each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Guardian of Britta&#039;s Memorial]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 vials of liao, 10 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 vials of liao and 68 rings each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Guardian of Giselle&#039;s Tomb]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 vials of liao, 10 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 vials of liao and 68 rings each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Guardian of the Maze of Zoria]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 vials of liao, 18 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18 vials of liao each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Guide to the Lost]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 vials of liao, 12 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 vials of liao each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Keeper of the Orchard]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11 vials of liao, 22 votes in the Imperial Synod, 2 bright red apples&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 vials of liao and 4 bright red apples each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Lady of the Proffered Hand]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 vials of liao, 12 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 vials of liao each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Patron of the Pavilion]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 vials of liao, 20 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 vials of liao and 135 rings each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Prelate of Adelmar&#039;s Shrine]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 vials of liao, 20 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 vials of liao each season&amp;lt;br&amp;gt;[[Lowther&#039;s Gaze]] at the Spring Equinox&amp;lt;br&amp;gt;[[Greensteel Bracelets]] at the Summer Solstice&amp;lt;br&amp;gt;[[Alder&#039;s Edge]] at the Autumn Equinox&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Prelate of the Little Mother]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 vials of liao, 30 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 vials of liao and 13 crowns each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Queen&#039;s Rose]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 vials of liao, 24 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18 vials of liao each season&amp;lt;br&amp;gt;[[Fireglass]] at the Spring Equinox&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Speaker of the Highborn Assembly]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 vials of liao, 20 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 vials of liao and 135 rings each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tender of the Hearth]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 vials of liao, 18 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 vials of liao each season&amp;lt;br&amp;gt;[[Icon of the Pilgrim]] at the Spring Equinox&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Voice of Barbs]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 vials of liao, 16 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 vials of liao and 12 random herbs each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Voice of the Twin Roses]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 vials of liao, 18 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14 vials of liao each season&amp;lt;br&amp;gt;[[Bondring]] at the Spring Equinox and Autumn Equinox&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Watcher of Britta&#039;s Pool]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 vials of liao, 18 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13 vials of liao and 3 [[Winterskin Tonic|Winterskin Tonics]] each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Watcher of Ratibor&#039;s Torch]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 vials of liao, 20 votes in the Imperial Synod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 vials of liao and 135 rings each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Great Works==&lt;br /&gt;
The system for calculating the benefits of a [[great work]] has been completely replaced. A great work now provides a fixed benefit to every matching resource in the territory where it is built. We have updated every existing great work to state the benefits they provide going forwards. Benefits this downtime are not affected, but all future downtime benefits will be based on the outputs now listed on the wiki.&lt;br /&gt;
&lt;br /&gt;
We have removed the option to have great works that provide additional votes in the Synod.&lt;br /&gt;
&lt;br /&gt;
Any existing great work opportunities that are still valid have been updated to bring them into line with the new rules.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
We&#039;ve elected to completely rewrite the rules for great works. The existing rules were insanely complex, so complex that almost no great work was ever built without it being a plot opportunity that laid out how much it cost and what benefits it provided. Without that clarity, it was almost impossible to tell what would happen. Worse, as the game has gone on, the rules had become so cumbersome and complex, it became impossible for us to identify what the right play balance should be for any of these opportunities.&lt;br /&gt;
&lt;br /&gt;
Hence we have elected to scrap all the existing rules, and replace them with a completely new framework, one that is much simpler to understand. We can&#039;t guarantee it is simple, but it is much simpler than it was. A player can look up the level of investment in a territory, and use that lone single-digit number to work out how many wains would be needed for a great work that further raised the level of investment in the territory.&lt;br /&gt;
&lt;br /&gt;
As part of this change, we have removed the ability to get votes in the Synod from a great work. Due to various factors, the number of votes it was possible to receive in this way was potentially very large, sometimes much larger than those provided by a starting congregation. That had the capacity to distort Synod politics in a way that was not positive for the game. As part of this update we have removed all votes from all great works - that will no longer be an option going forwards.&lt;br /&gt;
&lt;br /&gt;
To make these changes consistent we have gone back and edited all the existing great works to bring them into line with the new rules. There will be some winners and some losers in this process - a lot of people will see the benefits their great work provides increase, some people who were lucky enough to get nearly all the benefits of a single great work previously will see those benefits slashed. While we don&#039;t want to make changes that create winners and losers where possible, that is an inevitable consequence in a situation like this where the benefits were so unevenly distributed. We apologise to everyone who is losing out, but the new system will produce a better, fairer game, where great works provide more even benefits to characters across a territory.&lt;br /&gt;
&lt;br /&gt;
==Stealing==&lt;br /&gt;
* &#039;&#039;&#039;We have rewritten our rules so that entering tents and stealing game items is no longer permitted in most circumstances&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The new rules mean you cannot enter a private tent without the owner&#039;s invitation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The new rules are designed to permit looting on battlefields and allow players to steal unique game items like the Imperial Crown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We have completely rewritten our rules on [[stealing]] game items at Empire. It is no longer possible to take game items without the owner&#039;s OOC knowledge, unless they are marked with a gold ribbon (indicating a unique game item). In line with these changes we have updated the rules to prohibit people from entering another participant&#039;s IC tent without their permission.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The [[The_game|core game design of Empire]] includes a major focus on player-versus-player (PvP) politics. We try to be as explicit as possible that Empire is a PvP game, that the primary source of conflict derives from the tension between different players&#039; ambitions. We want inter-personal rivalries and clashing political agendas to form the mainstay of the plot for each event.&lt;br /&gt;
&lt;br /&gt;
That conflict includes the possibility for [[Crime_and_criminality|criminality]] but Empire deliberately aims to discourage PvP combat. The conflict between characters is intended to be social and political in nature - you can defeat a rival in many different ways, none of which require violence. The explicit social contract for the game is that murder is allowed, provided it is the absolute last resort for any character. &lt;br /&gt;
&lt;br /&gt;
We took the decision to adopt that approach because we weren&#039;t interested in supporting PvP combat in Empire. Our experience from previous games was that PvP combat can be deeply unsatisfying unless it is carefully managed. It is often over incredibly quickly and usually because one side is attacking with surprise and overwhelming numbers. It also tends to be overwhelmingly fatal - involving one side wiping out the other. In summary, it often involves only the most limited interactions that are utterly one-sided and very rarely enjoyable for the loser. We realised that we were simply not interested in creating a game that provides experiences that we no longer think the majority of our players are going to enjoy.&lt;br /&gt;
&lt;br /&gt;
There are undoubtedly live roleplayers who enjoy being the victim of a clever theft but that is not the game many people come to Empire wanting to play. They simply don&#039;t enjoy returning to their tent to find it has been robbed and that everything of value they spent years working to accumulate is gone. There are rarely any interactions between the thieves and their victims. IC theft can be fun for the thieves, but it can be a really miserable experience for the people who get robbed. It is not consistent with the broader game design of Empire to support something that the majority of our players don&#039;t enjoy.&lt;br /&gt;
&lt;br /&gt;
Previously we have shied away from the logical conclusions of this line of thinking because there are some types of theft that we do want to support - the idea of the clever confidence trick is an integral part of the League brief, so trickery and deception have to be supported in the game. Likewise, we want to allow players to loot characters while they are on skirmishes and battles or other encounters outside Anvil, so we need that to still be possible. We also want people to be able to steal unique game items - such as the archmage regalia. For a long time we were stymied by the apparent difficulty in creating a single definitive rule that would rule out the kinds of petty theft that add nothing to the game, but still leave room for this, and still allow the overwhelming majority of players to play the game without intrusive restrictions. &lt;br /&gt;
&lt;br /&gt;
Over the years we have tried to tighten up the rules in specific ways to make theft more difficult, by introducing rules for locked boxes and rules for sealed tents. The latter in particular was especially important, as there are many people sleeping in in-character tents who find the idea of anyone coming into them deeply unpleasant, especially when there are children sleeping in the field. In practice, we&#039;ve no doubt that nobody engaged in IC theft wanted to be entering a tent with anyone in it, but just the potential for it to happen was unpleasant for many.&lt;br /&gt;
&lt;br /&gt;
Having spent some time examining our rules over winter, we&#039;ve decided that the best way to support our desired approach is to simply write the best set of rules we can that support the game we &#039;&#039;want&#039;&#039; to run and then supplement that by trying to clearly spell out how we want people to play Empire. All our experience shows that having a clear social contract of what the game is one of the best ways to get a vision on how to play the game and what you can expect that is shared between everyone who plays Empire. &lt;br /&gt;
&lt;br /&gt;
We have to recognise that any rules we create for this won&#039;t be perfect. There are bound to be questions and edge cases and with broad rules such as these that include an element of judgement. We want to allow looting on the battlefields - that is important - but we don&#039;t want players mugging each other for their lose change. Empire is a game of grand politics in which the great and the good come together to make crucial decisions about the future of the Empire. That&#039;s the game we want to run, that&#039;s what we want people to play. Larceny, muggings, and random murders are not part of what we want players at Empire to do. In theory we could prohibit mugging but we can&#039;t see how to do that without making it impossible for characters to threaten and cajole others in negotiations. But we hope that by clearly communicating the kinds of roleplaying that Empire does and does not encourage, participants will be able to identify the spirit of the rules and be able to pursue that when playing at events.&lt;br /&gt;
&lt;br /&gt;
In theory there is a risk that people might cheat and steal game items and then claim they were lost property. In practice very few people come to GOD to cheat, but again this is another compromise. Lost property frequently includes things that are important out-of-character, like credit cards, a phone, or personal medicines. Our overwhelming priority is to ensure it gets back to the rightful owner by the quickest route possible. So we write our rules to support that goal and try to explain why we want to reward players for bringing lost property to GOD as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Of course these new rules won&#039;t stop all IC thefts at events, because there are players that will cheat, so securing your IC valuables is still the best course of action. However it does mean that if your tent has been robbed while you were out, then you should report it to the referee desk so that they can take note of it. From this point on, stealing items in this way is cheating, and will be treated as such when it happens.&lt;br /&gt;
&lt;br /&gt;
==Rough Music==&lt;br /&gt;
* &#039;&#039;&#039;Rough music is only for Imperial institutions like the Senate or large national groups like the Brands or the Earls&#039; Council&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must get a referee to accompany you before the rough music begins&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It starts with a riotous procession that moves through Anvil and ends within a minute or two of arriving at the destination&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Leave plenty of room between you and the targets; do not loom over people or physically intimidate them with your size&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Do not enter their building or tent&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Leave enough room for them to flee if they want to; do not shout at or pursue anyone who is leaving the scene&#039;&#039;&#039;&lt;br /&gt;
We have changed [[The_Marches_culture_and_customs#Rough_music|rough music]] so that it now consists of a loud procession through Anvil that &#039;&#039;culminates&#039;&#039; at the target&#039;s location, rather than the racket beginning there. We have added extra emphasis to the previous in-character rules for rough music that always existed, but were rarely followed in practice. We have added a third rule insisting that the target is allowed to flee the scene if they find the confrontation too overwhelming for any reason. We have also included guidance on when rough music can be used.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
Empire is an avowedly political game, one where the decisions that people make are crucial to what happens because they have profound consequences. It&#039;s not possible to have a game in which the decisions players make are important yet have no consequences. However we want those decisions to result in in-character confrontations that are filled with drama and tension, not out-of-character unpleasantness. The point of rough music is to highlight important decisions that have been taken, to draw attention to them and emphasize the drama and impact they have had. Participants must take active steps to avoid their actions becoming so daunting that they make other players feel out-of-character punished or intimidated.&lt;br /&gt;
&lt;br /&gt;
The existing information already presented clear rules for rough music, like not attacking the targets and not entering their house. There have been a number of occasions at recent events where that IC guidance has been ignored. So we have updated the wiki entry to make it clear in-character why these rules exist but also to state clearly that we require participants to treat these as part of the out-of-character rules of the game. If you engage in rough music you &#039;&#039;must&#039;&#039; follow the three golden rules for everyone&#039;s benefit.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve changed rough music to emphasize a procession that ends at the target, so that players can maximise the drama of what they are doing. The rough music &#039;&#039;must&#039;&#039; end within a few minutes of arriving at the destination: it achieves very little in-character to prolong the racket at that point, it simply makes it more out-of-character unpleasant. Starting the rough music early and as part of a procession to the destination means that people can still make a hullabaloo and get everyone&#039;s attention, but should prevent any single group of players from being on the receiving end of the noise for too long.&lt;br /&gt;
&lt;br /&gt;
We know that Marcher players enjoy engaging in rough music, but the best way to roleplay at Empire is to make the things you do enjoyable for other players as well as yourself. We don&#039;t want the Marchers to have a reputation as bullies, so rough music must be a dramatic, climactic confrontation not a &#039;&#039;punishment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
As the guardians of Marcher culture, the egregores have taken steps to remind all Marchers of the importance of following the rules when engaging in rough music. Having spoken with Marchers throughout the nation, they&#039;ve collated the wisdom of the Marches to provide some best practices that they expect everyone to follow.&lt;br /&gt;
&lt;br /&gt;
==Weakness==&lt;br /&gt;
We have updated the rules to make absolutely explicit that you cannot make any calls while under the effects of [[Calls#WEAKNESS|WEAKNESS]] (this includes EXECUTE). We have also added [[religious skills]] to the list of skills you cannot use while suffering from weakness. We&#039;ve simplified the rules wording to make it clear that you can&#039;t cast any spells or contribute to any rituals while under the effects of weakness.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The previous rules implied you couldn&#039;t make any calls by listing all the sources of power that you couldn&#039;t use while suffering from weakness. That left room for an interpretation that said you could make a call if it was from some source that wasn&#039;t mentioned in the list. That was never our intention - one of the primary things that weakness does is stop you making any calls. We&#039;ve rewritten the rules to make it clear that that is always the case.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also added religious skills to the list of skills you cannot use while suffering from weakness. You have never been able to use heroic skills or cast spells or rituals while under the effect. Omitting religious skills was an oversight on our part that suggested that these skills weren&#039;t as taxing or important as heroic or magical skills. That&#039;s not the case - and we&#039;ve added religious skills to list of skills that prohibited by by the weakness condition.&lt;br /&gt;
&lt;br /&gt;
==Writ of Consecration==&lt;br /&gt;
We&#039;ve added the rules for the new Synod judgement for a [[writ of consecration]] to the wiki. This follows the decision of the Imperial Senate to use a motion to create a new law requiring such a writ before any citizen can use true liao to create an [[inspirational location]] dedicated to a paragon, exemplar or other inspirational location. The appropriate virtue assembly must raise the writ of consecration and pass it with a greater majority. If that happens, then the Imperial civil service prognosticators will produce a report on the options available to the Synod and the likely outcomes of each - it will create a plot [[opportunity]] that is published as a wind of fortune or as part of another wind of fortune. The report will provide one or more possible competing mandates for the Synod to consider at the following summit.&lt;br /&gt;
&lt;br /&gt;
These mandates will be available for a single season. Any opportunities to create inspirational locations that have not been previously taken up have now expired, as the new law represents a significant change in circumstances.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
For the most part this is a small wiki update to reflect the changes made by players, however we have included it here because we have made some tweaks to the process as part of our rules review over winter. We&#039;ve changed the timing of the various parts of the writ, so that we have time to produce a wind of fortune laying out all the consequences of a decision before the General Assembly makes its decision. That means we can ensure that players can make an informed decision based on the consequences rather than having to guess what the outcome will be. We&#039;ve also made it so that any options will be accessed using a mandate that a priest has to raise in the General Assembly, rather than being automatically raised by the Tribune. We&#039;ve done this because there are likely to be options to pick between and because we want the mandate to name the priest who will carry out the true liao consecration.&lt;br /&gt;
&lt;br /&gt;
Previously the options presented by these kind of winds of fortune have often been open-ended, so that players can take as long as they wish to decide if they want to take them up. That tends to leave a history of open options that can be a problem to deal with later when circumstances change. Given the involvement of the virtue assembly in creating the original writ, the new process means that they will have to reaffirm that is their wish (by passing a new writ) if any opportunity it produces is not taken up at the following summit.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
The Imperial civil service have issued guidance for the new writ of consecration. The guidance has been amended to allow the civil service to provide the maximum possible information to the Synod before they make their final decision. The civil service have also submitted an administrative motion to the Imperial Senate to ask them to consider if the new writ should also cover the use of true liao to create sacred sites as well as memorials to inspirational figures. The civil service recommend this change - as it will significantly simplify Imperial governance - but are cognizant of the fact that the Imperial Senate may have wanted to deliberately exclude sacred sites from the new law.&lt;br /&gt;
&lt;br /&gt;
==Tally of the Votes==&lt;br /&gt;
We&#039;ve changed [[Tally of the Votes]] so that all players who are eligible to vote will receive a single voting slip in their pack at the start of the event. The bond will give the character&#039;s name, the in-character date of the summit and list all titles that are elected by Tally of the Votes that season. Bonds are only valid at the summit they are issued on. Elections will take place in the nation camps on Saturday afternoon; the winner is whoever presents the most votes to support their claim to the position.&lt;br /&gt;
&lt;br /&gt;
Each bond can be used by a single successful candidate. The votes of the winner will be destroyed; anyone who has not won the election is entitled to keep their votes. Voting will then proceed to any remaining titles. This means that if more than one title is being elected, then any citizen who is unsuccessful can use the votes they hold for a subsequent election, if they wish to do so.&lt;br /&gt;
&lt;br /&gt;
A small number of Imperial titles have had their election season shifted to provide the best balance of limiting election administration and maximising interaction between players. Where a title has been shifted, there will be a short election in 2024 at the old date to bring the election cycle into line, and then the next election will be at the new date.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The new rules will enable more electioneering because candidates will be able to seek out potential supporters and ask for their votes directly. Rather than ask them to go to the hub to vote, a process that can be bureaucratic and burdensome for some players, a candidate can ask an eligible voter to show their support by giving them their bond. By putting the bonds in the packs of every player, we make it easier for players, especially new players, to be more aware that they have votes and what they can vote on.&lt;br /&gt;
&lt;br /&gt;
In situations where more than one title is being voted on, it will be much harder for a single powerful voting block to ensure they win all the elections - the new system will support rival groups vying for power to get something even if they can&#039;t get the title they wanted. The new process should also make it simpler for our civil service who will no longer need to record each individual vote, just identify the winners.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
With the number of Bourse elections continuing to increase, the Imperial Civil Service have been forced to make some changes to the election protocols to ensure that they can continue to fairly assess the will of the nations in these matters.&lt;br /&gt;
&lt;br /&gt;
===New Election Schedule===&lt;br /&gt;
The schedule below shows the titles elected by Tally of the Votes and the order and season they will now be elected. Titles will be elected in the order listed below. Titles shown in italics have had their election season shifted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Winter&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Spring&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Summer&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Autumn&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;[[Vizier of the Incarnadine Satchel]]&amp;lt;br&amp;gt;[[Marracossa Sendito]]&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cerevado Nets]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Hakima of Salt and Sand]]&amp;lt;br&amp;gt;[[Mistress of the Glass Parador]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The Red Depths]]&amp;lt;br&amp;gt;[[Dhomiro of the Cinnabar Hills]]&amp;lt;br&amp;gt;[[Mistress of the Dust Parador]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Castellan of Spiral Castle]]&amp;lt;br&amp;gt;&#039;&#039;[[Reeve of Boar&#039;s Market]]&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Bursar of the House of Spirits]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Vigilant Swan]]&amp;lt;br&amp;gt;[[Cinderpath Custodian]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Imperial Orcs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Four Seasons&#039; Boneweaver]]&amp;lt;br&amp;gt;&#039;&#039;[[Steward of the Mines of Gulhule]]&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Steel Fist]]&amp;lt;br&amp;gt;[[Bonesetter of Torfast Trading Post]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Legion Engineer]]&amp;lt;br&amp;gt;&#039;&#039;[[Preceptor of the Skarsind College of Warcasting]]&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;[[Master of Rings]]&#039;&#039;&amp;lt;br&amp;gt;[[Chair of the Wolf]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Tassatan Hills]]&amp;lt;br&amp;gt;[[Custodian of the Assayer&#039;s Guild]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Northbound Trademaster]]&amp;lt;br&amp;gt;[[Keeper of the Tome]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Steward of Good Leaf Gardens]]&amp;lt;br&amp;gt;[[Bailiff of the Grand Market]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Singing Caves]]&amp;lt;br&amp;gt;&#039;&#039;[[Master of the Root and Stem]]&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Thimble]]&amp;lt;br&amp;gt;[[Broker of the Invisible Cord]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Broker of Treji Wayhouse]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;[[Quaymaster of the Elosian Docks]]&#039;&#039;&amp;lt;br&amp;gt;[[Architect of the Crucible]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Brilliant Star]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Overseer of the Westward Road]]&amp;lt;br&amp;gt;[[Warden of the Trees and Hills]]&amp;lt;br&amp;gt;[[Harbourmaster of the Semmerlak]]&amp;lt;br&amp;gt;[[Eagle of Triosk]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Gift of the Dwindling Star]]&amp;lt;br&amp;gt;[[Merchant Boyar of the Bittershore]]&amp;lt;br&amp;gt;[[Custodian of Ivarsgard Docks]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Granites of Veltsgorsk]]&amp;lt;br&amp;gt;[[Burgher of Ketsov]]&amp;lt;br&amp;gt;&#039;&#039;[[Boyar of the Iron Roads]]&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Eternal Shafts of Time]]&amp;lt;br&amp;gt;[[Bargainer of the Iron Tower]]&amp;lt;br&amp;gt;[[Tolvoli Butcher]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Wreck]]&amp;lt;br&amp;gt;[[Talon of Kauppahall]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Pride of Ikka&#039;s Tears]]&amp;lt;br&amp;gt;&#039;&#039;[[Kalpaheim Tradeholder]]&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Moved Titles===&lt;br /&gt;
* [[Vizier of the Incarnadine Satchel]] will be elected for three seasons at Spring&lt;br /&gt;
* [[Marracossa Sendito]] will be elected for three seasons at Spring&lt;br /&gt;
* [[Reeve of Boar&#039;s Market]] will be elected for three seasons at Winter&lt;br /&gt;
* [[Steward of the Mines of Gulhule]] will be elected for three seasons at Spring&lt;br /&gt;
* [[Preceptor of the Skarsind College of Warcasting]] will be elected for two seasons at Spring&lt;br /&gt;
* [[Master of Rings]] will be elected for two seasons at Summer&lt;br /&gt;
* [[Master of the Root and Stem]] will be elected for one season at Summer&lt;br /&gt;
* [[Quaymaster of the Elosian Docks]] will be elected for one season at Spring&lt;br /&gt;
* [[Boyar of the Iron Roads]] will be elected for the first time for two seasons at Winter&lt;br /&gt;
* [[Kalpaheim Tradeholder]] will be elected for one season at Summer&lt;br /&gt;
* [[The Red Depths]] will be elected for three seasons at Winter&lt;br /&gt;
&lt;br /&gt;
==Artificial Intelligence==&lt;br /&gt;
* &#039;&#039;&#039;Content generated using Artificial Intelligence cannot be used at Empire events&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Content that is made using generative-AI tools (https://en.wikipedia.org/wiki/Generative_artificial_intelligence) cannot be used in the field at Empire. It is fine for digital artists to use procedural tools to create art for the game, but images manufactured by AI art engines [[Playing_the_game#Artificial_Intelligence_and_Recorded_Music|must not be used in-character]]. Likewise, writers can use modern tools to proof their writing, but any substantial block of prose that is generated using a large-language model or any equivalent AI tool must not be used in-character. We also ask people not to post images, video or text created using generative-AI to our forums or Facebook groups.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
Empire is a game of hard skills by design - we want success in Empire to derive primarily from your abilities as a player to a large extent. This is why we have always asked people not to play recorded music at events: we want to highlight the role of the many skilled IC musicians in Anvil.&lt;br /&gt;
&lt;br /&gt;
To be consistent with that approach we&#039;ve decided to ban the use of all AI generated content in-character. Human creativity is at the heart of Empire - we want our game to showcase the abilities of the artists and writers who create art for the game - we&#039;re not interested in creating events for machines to attend. &lt;br /&gt;
&lt;br /&gt;
We&#039;ve also chosen to prohibit the posting of generative-AI content on our forum and in our Facebook groups. These groups are very busy already and generative content adds little value. It is also ethically contentious and invariably leads to unproductive arguments about the use of AI, rather than positive discussions about Empire. This is not a conduct issue; players are welcome to post Empire content that is generated using AI to their own walls. This rule only limits what is used at events and what is posted in our social media spaces.&lt;br /&gt;
&lt;br /&gt;
{{Rules Updates}}&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bow_safety&amp;diff=105747</id>
		<title>Bow safety</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bow_safety&amp;diff=105747"/>
		<updated>2023-09-18T15:21:27Z</updated>

		<summary type="html">&lt;p&gt;Harry: image alignment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Bows and crossbows are one of the more dangerous weapons in LRP, if they are used inappropriately. If you are planning to play an archer at Empire then you must make sure that you follow all these safety rules. Where this page refers to bows or arrows, all the relevant information also applies to crossbows and bolts as well.&lt;br /&gt;
&lt;br /&gt;
The most important consideration in LRP archery is to shoot safely. That means understanding how to weight your shots so they don&#039;t hit too hard, how to check your arrows so you don&#039;t fire anything that is damaged, how to string your bow correctly. It also means always prioritising safety over your character&#039;s success. These are all important parts of LRP archery that you need to be familiar with before you use a bow at Empire, even if you have used a bow in real life before. It will take you a little time to get the hang of it, but you can talk to some experienced LRP archers, they will show you the key skills and then you can practice. You&#039;ll grasp the key concepts soon enough.&lt;br /&gt;
&lt;br /&gt;
Nothing in this world is guaranteed. Bows and arrows are potentially dangerous and must be treated with the utmost seriousness and care. Once you let that arrow fly it&#039;s out of your hands, and no matter how good you are at archery. Check your arrows before every shot!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shooting Safely==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Deadly Bow.jpg||width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;You must personally ensure your weapon and ammunition have all been checked by the weapon checking team at each event before you use it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The draw of a bow must be less than 30 lbs at 28” draw. Crossbows are also limited to 30lbs draw weight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must perform an essential check of every arrow or bolt each time before you nock it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not aim at the head, you must aim at the chest or below when shooting at your target&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must reduce the draw of your bow when firing at targets closer than 10m away, you may not fire a crossbow at targets under 3m&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must aim at the stomach or below when firing into a crowded melee or when aiming a bow at targets closer than 3m&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must be able to see the area you are aiming for if you are arcing your shot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not shoot through narrow openings or gaps, such as between branches, fences, or through hedges&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must never attack with a bow or crossbow or use it to parry&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must have both hands free when using a bow or crossbow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must be in full control of your weapon and aware of your aim while moving around with bow drawn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Participants under 18 years of age cannot use a crossbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every bow, crossbow, arrow and quarrel must be checked by a member of our [[Weapon_checking|weapon check team]] before it is used &#039;&#039;at each event you attend&#039;&#039;. If you plan to use a bow or crossbow at the event you must attend weapon check in person so they can [[#Bow_Competency|assess your competency]]. There are strict limits on the poundage of any bow or crossbow used at Empire events - as well as the construction and condition of the bow. Please read the [[Weapon_checking#Bows_and_Crossbows|weapon checking]] guidelines to ensure that your bow or crossbow and your ammunition will be legal to use at our events.&lt;br /&gt;
&lt;br /&gt;
You must [[#Essential Check|perform an essential check on any arrow or bolt]] &#039;&#039;immediately before you nock it, even if you have checked it earlier.&#039;&#039; You must perform a full check on any arrow or bolt before you bring it onto a battle or skirmish and each time before you recover it.&lt;br /&gt;
{{CaptionedImage|file=Archery.jpg|title=Bows (and crossbows) are lethal weapons in the hands of a skilled user.|caption=Arenal of the Summer Crows|align=right|width=300}}&lt;br /&gt;
When you use a bow or crossbow, you must not aim at the head. You may not fire a crossbow at any target less than 3m away from you. If you have a bow you must not draw the bow to normal extension when when firing at a target that is 10m or closer to you, you must reduce the draw proportionately. You must aim at the stomach or below when firing into a crowded melee or when aiming a bow at targets closer than 3m. &lt;br /&gt;
&lt;br /&gt;
If you are arcing an arrow then you must be able to see the area you are aiming for. There is a higher risk of an overdrawn shot against a close target if you&#039;re not able to be fully aware of your surroundings when a person closer than the target moves into the line of fire. For this reason, you must not shoot through narrow openings such as small gaps between branches, fences or through hedges. Extra care must be taken when shooting near combat lines, or past/over or through shield lines. You must have enough space to shoot safely&lt;br /&gt;
&lt;br /&gt;
You must have both hands on your weapon and not be holding anything else when shooting your bow or crossbow. You must be in control of your weapon and aware of your aim at all times when your bow is drawn or your crossbow loaded, especially when moving around. You may engage in melee while holding your bow, crossbow or arrows in your off-hand, but you must make sure you keep them close to your body and away from other participants. You must not parry with a missile weapon.&lt;br /&gt;
&lt;br /&gt;
All participants are welcome to recover arrows and pass them to an archer but do not pass arrows to marshals or referees, unless asked to do so. You can put them to one side where they will be at less risk of being trod on, or hand them directly to another participant. You must not throw arrows or bolts at anyone.&lt;br /&gt;
&lt;br /&gt;
==Essential Check==&lt;br /&gt;
* &#039;&#039;&#039;You must check the essentials for every arrow or bolt before you nock it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the foam on face of the arrow to check it is free from debris and the foam not waterlogged&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the soft foam to check it is still firmly attached to the arrow head and that the head is securely attacked to the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Visually check the arrow shaft is intact and the flights and nock are still present&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must check the essentials for every arrow or bolt each time you use them. You must perform this essential check by carrying out all the steps listed above immediately before you nock the arrow, even if you have already checked it earlier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Full Check==&lt;br /&gt;
{{CaptionedImage|file=Checking.jpeg|title=It is big and clever to shoot safely.|caption=Flexing the shaft to ensure it is not cracked or split|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;You must conduct a full check of every arrow or bolt before you bring it onto a battle or skirmish&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must immediately conduct a full check of any arrow that you recover it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the foam on face of the arrow to check it is free from debris and the foam not waterlogged&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the soft foam to check it is still firmly attached to the arrow head and that the head is securely attacked to the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flex the shaft to ensure it is not cracked or split&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel each flight to check none are missing or loose&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Examine the nock to ensure it is not loose or split&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must carry out a more rigorous full check of every arrow or bolt before you bring it onto a battle or skirmish. You must perform this full check by carrying out all the steps listed for all your ammunition. You must also conduct a full check of any arrow that you recover, as you recover it, even if you have already checked it earlier.&lt;br /&gt;
&lt;br /&gt;
There is a useful video created by Nick Turner that shows [https://youtu.be/AcKZxfaO4ks?t=45 how to check an LRP arrow or bolt]. The &amp;quot;when to check&amp;quot; portion of the video is no longer up-to-date, but the rest of the video gives an excellent explanation of what to check and how.&lt;br /&gt;
&lt;br /&gt;
==Bow Competency==&lt;br /&gt;
* &#039;&#039;&#039;When you take your bow to weapon check you will be asked to demonstrate that you know how to use it safely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The weapon check team will give you a copy of our archery safety rules which you must carry at all times whilst using your bow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you take a bow to weapon check you will be required to string and destring your bow, and asked to demonstrate checking an arrow or bolt is safe to shoot. You may be asked to fire the weapon at a nearby target. The aim of these checks is to ensure that you know how use your bow or crossbow safely at our events. If the weapon check team are not satisfied that you are able to use the weapon safely then they will arrange for you to receive a demonstration lesson in how to use a LRP bow or crossbow safely.&lt;br /&gt;
&lt;br /&gt;
The weapon check team will provide you with a copy of our archery safety rules which you must carry on your person at all times when using a bow or crossbow.&lt;br /&gt;
&lt;br /&gt;
==Restrictions==&lt;br /&gt;
{{CaptionedImage|file=Archers.jpg|width=500|align=right|caption=Arrows must be checked every time they are used, immediately before you nock.}}&lt;br /&gt;
* &#039;&#039;&#039;Archery is not permitted during the hours of darkness&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Archery may be prohibited outside Anvil at other times due to adverse weather conditions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If this happens, a referee will inform you before the skirmish or battle begins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Archery is not permitted during the hours of darkness at Empire. The official cut-off time will be published on the wiki before each event on the page for that event. You must not use a bow in Anvil after this time - nor take a bow on a quest or skirmish which starts at this time or later. The official cut-off will be the time the conjunction begins, so you may use a bow on any quest or skirmish that starts before this time even if it ends afterwards.&lt;br /&gt;
&lt;br /&gt;
We may prohibit the use of archery outside Anvil in adverse weather conditions (such as high winds) if we believe conditions are not safe enough to allow it. If this happens, a member of the PD referee team will inform you that no bows or crossbows can be used before the skirmish or battle begins.&lt;br /&gt;
{{Safety Links}}&lt;br /&gt;
==Links==&lt;br /&gt;
* A helpful [https://www.youtube.com/watch?v=AcKZxfaO4ks video] by Nick Turner that goes through the steps of checking an arrow is safe to fire.&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bow_safety&amp;diff=105640</id>
		<title>Bow safety</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bow_safety&amp;diff=105640"/>
		<updated>2023-09-14T15:13:09Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Essential Check */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Bows and crossbows are one of the more dangerous weapons in LRP, if they are used inappropriately. If you are planning to play an archer at Empire then you must make sure that you follow all these safety rules. Where this page refers to bows or arrows, all the relevant information also applies to crossbows and bolts as well.&lt;br /&gt;
&lt;br /&gt;
The most important consideration in LRP archery is to shoot safely. That means understanding how to weight your shots so they don&#039;t hit too hard, how to check your arrows so you don&#039;t fire anything that is damaged, how to string your bow correctly. It also means always prioritising safety over your character&#039;s success. These are all important parts of LRP archery that you need to be familiar with before you use a bow at Empire, even if you have used a bow in real life before. It will take you a little time to get the hang of it, but you can talk to some experienced LRP archers, they will show you the key skills and then you can practice. You&#039;ll grasp the key concepts soon enough.&lt;br /&gt;
&lt;br /&gt;
Nothing in this world is guaranteed. Bows and arrows are potentially dangerous and must be treated with the utmost seriousness and care. Once you let that arrow fly it&#039;s out of your hands, and no matter how good you are at archery. Check your arrows before every shot!&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Deadly Bow.jpg||width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shooting Safely==&lt;br /&gt;
* &#039;&#039;&#039;You must personally ensure your weapon and ammunition have all been checked by the weapon checking team at each event before you use it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The draw of a bow must be less than 30 lbs at 28” draw. Crossbows are also limited to 30lbs draw weight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must perform an essential check of every arrow or bolt each time before you nock it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not aim at the head, you must aim at the chest or below when shooting at your target&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must reduce the draw of your bow when firing at targets closer than 10m away, you may not fire a crossbow at targets under 3m&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must aim at the stomach or below when firing into a crowded melee or when aiming a bow at targets closer than 3m&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must be able to see the area you are aiming for if you are arcing your shot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not shoot through narrow openings or gaps, such as between branches, fences, or through hedges&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must never attack with a bow or crossbow or use it to parry&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must have both hands free when using a bow or crossbow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must be in full control of your weapon and aware of your aim while moving around with bow drawn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Participants under 18 years of age cannot use a crossbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every bow, crossbow, arrow and quarrel must be checked by a member of our [[Weapon_checking|weapon check team]] before it is used &#039;&#039;at each event you attend&#039;&#039;. If you plan to use a bow or crossbow at the event you must attend weapon check in person so they can [[#Bow_Competency|assess your competency]]. There are strict limits on the poundage of any bow or crossbow used at Empire events - as well as the construction and condition of the bow. Please read the [[Weapon_checking#Bows_and_Crossbows|weapon checking]] guidelines to ensure that your bow or crossbow and your ammunition will be legal to use at our events.&lt;br /&gt;
&lt;br /&gt;
You must [[#Essential Check|perform an essential check on any arrow or bolt]] &#039;&#039;immediately before you nock it, even if you have checked it earlier.&#039;&#039; You must perform a full check on any arrow or bolt before you bring it onto a battle or skirmish and each time before you recover it.&lt;br /&gt;
{{CaptionedImage|file=Archery.jpg|title=Bows (and crossbows) are lethal weapons in the hands of a skilled user.|caption=Arenal of the Summer Crows|align=right|width=300}}&lt;br /&gt;
When you use a bow or crossbow, you must not aim at the head. You may not fire a crossbow at any target less than 3m away from you. If you have a bow you must not draw the bow to normal extension when when firing at a target that is 10m or closer to you, you must reduce the draw proportionately. You must aim at the stomach or below when firing into a crowded melee or when aiming a bow at targets closer than 3m. &lt;br /&gt;
&lt;br /&gt;
If you are arcing an arrow then you must be able to see the area you are aiming for. There is a higher risk of an overdrawn shot against a close target if you&#039;re not able to be fully aware of your surroundings when a person closer than the target moves into the line of fire. For this reason, you must not shoot through narrow openings such as small gaps between branches, fences or through hedges. Extra care must be taken when shooting near combat lines, or past/over or through shield lines. You must have enough space to shoot safely&lt;br /&gt;
&lt;br /&gt;
You must have both hands on your weapon and not be holding anything else when shooting your bow or crossbow. You must be in control of your weapon and aware of your aim at all times when your bow is drawn or your crossbow loaded, especially when moving around. You may engage in melee while holding your bow, crossbow or arrows in your off-hand, but you must make sure you keep them close to your body and away from other participants. You must not parry with a missile weapon.&lt;br /&gt;
&lt;br /&gt;
All participants are welcome to recover arrows and pass them to an archer but do not pass arrows to marshals or referees, unless asked to do so. You can put them to one side where they will be at less risk of being trod on, or hand them directly to another participant. You must not throw arrows or bolts at anyone.&lt;br /&gt;
&lt;br /&gt;
==Essential Check==&lt;br /&gt;
* &#039;&#039;&#039;You must check the essentials for every arrow or bolt before you nock it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the foam on face of the arrow to check it is free from debris and the foam not waterlogged&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the soft foam to check it is still firmly attached to the arrow head and that the head is securely attacked to the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Visually check the arrow shaft is intact and the flights and nock are still present&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must check the essentials for every arrow or bolt each time you use them. You must perform this essential check by carrying out all the steps listed above immediately before you nock the arrow, even if you have already checked it earlier.&lt;br /&gt;
{{CaptionedImage|file=Checking.jpeg|title=It is big and clever to shoot safely.|caption=Flexing the shaft to ensure it is not cracked or split|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Full Check==&lt;br /&gt;
* &#039;&#039;&#039;You must conduct a full check of every arrow or bolt before you bring it onto a battle or skirmish&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must immediately conduct a full check of any arrow that you recover it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the foam on face of the arrow to check it is free from debris and the foam not waterlogged&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the soft foam to check it is still firmly attached to the arrow head and that the head is securely attacked to the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flex the shaft to ensure it is not cracked or split&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel each flight to check none are missing or loose&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Examine the nock to ensure it is not loose or split&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must carry out a more rigorous full check of every arrow or bolt before you bring it onto a battle or skirmish. You must perform this full check by carrying out all the steps listed for all your ammunition. You must also conduct a full check of any arrow that you recover, as you recover it, even if you have already checked it earlier.&lt;br /&gt;
&lt;br /&gt;
There is a useful video created by Nick Turner that shows [https://youtu.be/AcKZxfaO4ks?t=45 how to check an LRP arrow or bolt]. The &amp;quot;when to check&amp;quot; portion of the video is no longer up-to-date, but the rest of the video gives an excellent explanation of what to check and how.&lt;br /&gt;
&lt;br /&gt;
==Bow Competency==&lt;br /&gt;
* &#039;&#039;&#039;When you take your bow to weapon check you will be asked to demonstrate that you know how to use it safely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The weapon check team will give you a copy of our archery safety rules which you must carry at all times whilst using your bow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you take a bow to weapon check you will be required to string and destring your bow, and asked to demonstrate checking an arrow or bolt is safe to shoot. You may be asked to fire the weapon at a nearby target. The aim of these checks is to ensure that you know how use your bow or crossbow safely at our events. If the weapon check team are not satisfied that you are able to use the weapon safely then they will arrange for you to receive a demonstration lesson in how to use a LRP bow or crossbow safely.&lt;br /&gt;
&lt;br /&gt;
The weapon check team will provide you with a copy of our archery safety rules which you must carry on your person at all times when using a bow or crossbow.&lt;br /&gt;
{{CaptionedImage|file=Archers.jpg|width=500|align=right|caption=Arrows must be checked every time they are used, immediately before you nock.}}&lt;br /&gt;
==Restrictions==&lt;br /&gt;
* &#039;&#039;&#039;Archery is not permitted during the hours of darkness&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Archery may be prohibited outside Anvil at other times due to adverse weather conditions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If this happens, a referee will inform you before the skirmish or battle begins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Archery is not permitted during the hours of darkness at Empire. The official cut-off time will be published on the wiki before each event on the page for that event. You must not use a bow in Anvil after this time - nor take a bow on a quest or skirmish which starts at this time or later. The official cut-off will be the time the conjunction begins, so you may use a bow on any quest or skirmish that starts before this time even if it ends afterwards.&lt;br /&gt;
&lt;br /&gt;
We may prohibit the use of archery outside Anvil in adverse weather conditions (such as high winds) if we believe conditions are not safe enough to allow it. If this happens, a member of the PD referee team will inform you that no bows or crossbows can be used before the skirmish or battle begins.&lt;br /&gt;
{{Safety Links}}&lt;br /&gt;
==Links==&lt;br /&gt;
* A helpful [https://www.youtube.com/watch?v=AcKZxfaO4ks video] by Nick Turner that goes through the steps of checking an arrow is safe to fire.&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bow_safety&amp;diff=105639</id>
		<title>Bow safety</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bow_safety&amp;diff=105639"/>
		<updated>2023-09-14T15:10:52Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Bows and crossbows are one of the more dangerous weapons in LRP, if they are used inappropriately. If you are planning to play an archer at Empire then you must make sure that you follow all these safety rules. Where this page refers to bows or arrows, all the relevant information also applies to crossbows and bolts as well.&lt;br /&gt;
&lt;br /&gt;
The most important consideration in LRP archery is to shoot safely. That means understanding how to weight your shots so they don&#039;t hit too hard, how to check your arrows so you don&#039;t fire anything that is damaged, how to string your bow correctly. It also means always prioritising safety over your character&#039;s success. These are all important parts of LRP archery that you need to be familiar with before you use a bow at Empire, even if you have used a bow in real life before. It will take you a little time to get the hang of it, but you can talk to some experienced LRP archers, they will show you the key skills and then you can practice. You&#039;ll grasp the key concepts soon enough.&lt;br /&gt;
&lt;br /&gt;
Nothing in this world is guaranteed. Bows and arrows are potentially dangerous and must be treated with the utmost seriousness and care. Once you let that arrow fly it&#039;s out of your hands, and no matter how good you are at archery. Check your arrows before every shot!&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Deadly Bow.jpg||width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shooting Safely==&lt;br /&gt;
* &#039;&#039;&#039;You must personally ensure your weapon and ammunition have all been checked by the weapon checking team at each event before you use it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The draw of a bow must be less than 30 lbs at 28” draw. Crossbows are also limited to 30lbs draw weight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must perform an essential check of every arrow or bolt each time before you nock it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not aim at the head, you must aim at the chest or below when shooting at your target&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must reduce the draw of your bow when firing at targets closer than 10m away, you may not fire a crossbow at targets under 3m&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must aim at the stomach or below when firing into a crowded melee or when aiming a bow at targets closer than 3m&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must be able to see the area you are aiming for if you are arcing your shot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not shoot through narrow openings or gaps, such as between branches, fences, or through hedges&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must never attack with a bow or crossbow or use it to parry&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must have both hands free when using a bow or crossbow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must be in full control of your weapon and aware of your aim while moving around with bow drawn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Participants under 18 years of age cannot use a crossbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every bow, crossbow, arrow and quarrel must be checked by a member of our [[Weapon_checking|weapon check team]] before it is used &#039;&#039;at each event you attend&#039;&#039;. If you plan to use a bow or crossbow at the event you must attend weapon check in person so they can [[#Bow_Competency|assess your competency]]. There are strict limits on the poundage of any bow or crossbow used at Empire events - as well as the construction and condition of the bow. Please read the [[Weapon_checking#Bows_and_Crossbows|weapon checking]] guidelines to ensure that your bow or crossbow and your ammunition will be legal to use at our events.&lt;br /&gt;
&lt;br /&gt;
You must [[#Essential Check|perform an essential check on any arrow or bolt]] &#039;&#039;immediately before you nock it, even if you have checked it earlier.&#039;&#039; You must perform a full check on any arrow or bolt before you bring it onto a battle or skirmish and each time before you recover it.&lt;br /&gt;
{{CaptionedImage|file=Archery.jpg|title=Bows (and crossbows) are lethal weapons in the hands of a skilled user.|caption=Arenal of the Summer Crows|align=right|width=300}}&lt;br /&gt;
When you use a bow or crossbow, you must not aim at the head. You may not fire a crossbow at any target less than 3m away from you. If you have a bow you must not draw the bow to normal extension when when firing at a target that is 10m or closer to you, you must reduce the draw proportionately. You must aim at the stomach or below when firing into a crowded melee or when aiming a bow at targets closer than 3m. &lt;br /&gt;
&lt;br /&gt;
If you are arcing an arrow then you must be able to see the area you are aiming for. There is a higher risk of an overdrawn shot against a close target if you&#039;re not able to be fully aware of your surroundings when a person closer than the target moves into the line of fire. For this reason, you must not shoot through narrow openings such as small gaps between branches, fences or through hedges. Extra care must be taken when shooting near combat lines, or past/over or through shield lines. You must have enough space to shoot safely&lt;br /&gt;
&lt;br /&gt;
You must have both hands on your weapon and not be holding anything else when shooting your bow or crossbow. You must be in control of your weapon and aware of your aim at all times when your bow is drawn or your crossbow loaded, especially when moving around. You may engage in melee while holding your bow, crossbow or arrows in your off-hand, but you must make sure you keep them close to your body and away from other participants. You must not parry with a missile weapon.&lt;br /&gt;
&lt;br /&gt;
All participants are welcome to recover arrows and pass them to an archer but do not pass arrows to marshals or referees, unless asked to do so. You can put them to one side where they will be at less risk of being trod on, or hand them directly to another participant. You must not throw arrows or bolts at anyone.&lt;br /&gt;
&lt;br /&gt;
==Essential Check==&lt;br /&gt;
* &#039;&#039;&#039;You must check the essentials for every arrow or bolt before you nock it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the foam on face of the arrow to check it is free from debris and the foam not waterlogged&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the soft foam to check it is still firmly attached to the arrow head and that the head is securely attacked to the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Visually check the arrow shaft is intact and the flights and nock are still present&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must check the essentials for every arrow or bolt each time you use them. You must perform this essential check by carrying out all the steps listed above immediately before you nock the arrow, even if you have already checked it earlier.&lt;br /&gt;
{{CaptionedImage|file=Checking.jpeg|title=You must conduct a full check of every arrow or bolt before you bring it onto a battle or skirmish.|caption=Flexing the shaft to ensure it is not cracked or split|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Full Check==&lt;br /&gt;
* &#039;&#039;&#039;You must conduct a full check of every arrow or bolt before you bring it onto a battle or skirmish&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must immediately conduct a full check of any arrow that you recover it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the foam on face of the arrow to check it is free from debris and the foam not waterlogged&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the soft foam to check it is still firmly attached to the arrow head and that the head is securely attacked to the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flex the shaft to ensure it is not cracked or split&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel each flight to check none are missing or loose&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Examine the nock to ensure it is not loose or split&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must carry out a more rigorous full check of every arrow or bolt before you bring it onto a battle or skirmish. You must perform this full check by carrying out all the steps listed for all your ammunition. You must also conduct a full check of any arrow that you recover, as you recover it, even if you have already checked it earlier.&lt;br /&gt;
&lt;br /&gt;
There is a useful video created by Nick Turner that shows [https://youtu.be/AcKZxfaO4ks?t=45 how to check an LRP arrow or bolt]. The &amp;quot;when to check&amp;quot; portion of the video is no longer up-to-date, but the rest of the video gives an excellent explanation of what to check and how.&lt;br /&gt;
&lt;br /&gt;
==Bow Competency==&lt;br /&gt;
* &#039;&#039;&#039;When you take your bow to weapon check you will be asked to demonstrate that you know how to use it safely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The weapon check team will give you a copy of our archery safety rules which you must carry at all times whilst using your bow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you take a bow to weapon check you will be required to string and destring your bow, and asked to demonstrate checking an arrow or bolt is safe to shoot. You may be asked to fire the weapon at a nearby target. The aim of these checks is to ensure that you know how use your bow or crossbow safely at our events. If the weapon check team are not satisfied that you are able to use the weapon safely then they will arrange for you to receive a demonstration lesson in how to use a LRP bow or crossbow safely.&lt;br /&gt;
&lt;br /&gt;
The weapon check team will provide you with a copy of our archery safety rules which you must carry on your person at all times when using a bow or crossbow.&lt;br /&gt;
{{CaptionedImage|file=Archers.jpg|width=500|align=right|caption=Arrows must be checked every time they are used, immediately before you nock.}}&lt;br /&gt;
==Restrictions==&lt;br /&gt;
* &#039;&#039;&#039;Archery is not permitted during the hours of darkness&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Archery may be prohibited outside Anvil at other times due to adverse weather conditions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If this happens, a referee will inform you before the skirmish or battle begins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Archery is not permitted during the hours of darkness at Empire. The official cut-off time will be published on the wiki before each event on the page for that event. You must not use a bow in Anvil after this time - nor take a bow on a quest or skirmish which starts at this time or later. The official cut-off will be the time the conjunction begins, so you may use a bow on any quest or skirmish that starts before this time even if it ends afterwards.&lt;br /&gt;
&lt;br /&gt;
We may prohibit the use of archery outside Anvil in adverse weather conditions (such as high winds) if we believe conditions are not safe enough to allow it. If this happens, a member of the PD referee team will inform you that no bows or crossbows can be used before the skirmish or battle begins.&lt;br /&gt;
{{Safety Links}}&lt;br /&gt;
==Links==&lt;br /&gt;
* A helpful [https://www.youtube.com/watch?v=AcKZxfaO4ks video] by Nick Turner that goes through the steps of checking an arrow is safe to fire.&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bow_safety&amp;diff=105638</id>
		<title>Bow safety</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bow_safety&amp;diff=105638"/>
		<updated>2023-09-14T15:09:54Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Bows and crossbows are one of the more dangerous weapons in LRP, if they are used inappropriately. If you are planning to play an archer at Empire then you must make sure that you follow all these safety rules. Where this page refers to bows or arrows, all the relevant information also applies to crossbows and bolts as well.&lt;br /&gt;
&lt;br /&gt;
The most important consideration in LRP archery is to shoot safely. That means understanding how to weight your shots so they don&#039;t hit too hard, how to check your arrows so you don&#039;t fire anything that is damaged, how to string your bow correctly. It also means always prioritising safety over your character&#039;s success. These are all important parts of LRP archery that you need to be familiar with before you use a bow at Empire, even if you have used a bow in real life before. It will take you a little time to get the hang of it, but you can talk to some experienced LRP archers, they will show you the key skills and then you can practice. You&#039;ll grasp the key concepts soon enough.&lt;br /&gt;
&lt;br /&gt;
Nothing in this world is guaranteed. Bows and arrows are potentially dangerous and must be treated with the utmost seriousness and care. Once you let that arrow fly it&#039;s out of your hands, and no matter how good you are at archery. Check your arrows before every shot!&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Deadly Bow.jpg||width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shooting Safely==&lt;br /&gt;
* &#039;&#039;&#039;You must personally ensure your weapon and ammunition have all been checked by the weapon checking team at each event before you use it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The draw of a bow must be less than 30 lbs at 28” draw. Crossbows are also limited to 30lbs draw weight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must perform an essential check of every arrow or bolt each time before you nock it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not aim at the head, you must aim at the chest or below when shooting at your target&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must reduce the draw of your bow when firing at targets closer than 10m away, you may not fire a crossbow at targets under 3m&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must aim at the stomach or below when firing into a crowded melee or when aiming a bow at targets closer than 3m&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must be able to see the area you are aiming for if you are arcing your shot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not shoot through narrow openings or gaps, such as between branches, fences, or through hedges&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must never attack with a bow or crossbow or use it to parry&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must have both hands free when using a bow or crossbow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must be in full control of your weapon and aware of your aim while moving around with bow drawn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Participants under 18 years of age cannot use a crossbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every bow, crossbow, arrow and quarrel must be checked by a member of our [[Weapon_checking|weapon check team]] before it is used &#039;&#039;at each event you attend&#039;&#039;. If you plan to use a bow or crossbow at the event you must attend weapon check in person so they can [[#Bow_Competency|assess your competency]]. There are strict limits on the poundage of any bow or crossbow used at Empire events - as well as the construction and condition of the bow. Please read the [[Weapon_checking#Bows_and_Crossbows|weapon checking]] guidelines to ensure that your bow or crossbow and your ammunition will be legal to use at our events.&lt;br /&gt;
&lt;br /&gt;
You must [[#Essential Check|perform an essential check on any arrow or bolt]] &#039;&#039;immediately before you nock it, even if you have checked it earlier.&#039;&#039; You must perform a full check on any arrow or bolt before you bring it onto a battle or skirmish and each time before you recover it.&lt;br /&gt;
{{CaptionedImage|file=Archery.jpg|title=Bows (and crossbows) are lethal weapons in the hands of a skilled user.|caption=Arenal of the Summer Crows|align=right|width=250}}&lt;br /&gt;
When you use a bow or crossbow, you must not aim at the head. You may not fire a crossbow at any target less than 3m away from you. If you have a bow you must not draw the bow to normal extension when when firing at a target that is 10m or closer to you, you must reduce the draw proportionately. You must aim at the stomach or below when firing into a crowded melee or when aiming a bow at targets closer than 3m. &lt;br /&gt;
&lt;br /&gt;
If you are arcing an arrow then you must be able to see the area you are aiming for. There is a higher risk of an overdrawn shot against a close target if you&#039;re not able to be fully aware of your surroundings when a person closer than the target moves into the line of fire. For this reason, you must not shoot through narrow openings such as small gaps between branches, fences or through hedges. Extra care must be taken when shooting near combat lines, or past/over or through shield lines. You must have enough space to shoot safely&lt;br /&gt;
&lt;br /&gt;
You must have both hands on your weapon and not be holding anything else when shooting your bow or crossbow. You must be in control of your weapon and aware of your aim at all times when your bow is drawn or your crossbow loaded, especially when moving around. You may engage in melee while holding your bow, crossbow or arrows in your off-hand, but you must make sure you keep them close to your body and away from other participants. You must not parry with a missile weapon.&lt;br /&gt;
&lt;br /&gt;
All participants are welcome to recover arrows and pass them to an archer but do not pass arrows to marshals or referees, unless asked to do so. You can put them to one side where they will be at less risk of being trod on, or hand them directly to another participant. You must not throw arrows or bolts at anyone.&lt;br /&gt;
&lt;br /&gt;
==Essential Check==&lt;br /&gt;
* &#039;&#039;&#039;You must check the essentials for every arrow or bolt before you nock it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the foam on face of the arrow to check it is free from debris and the foam not waterlogged&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the soft foam to check it is still firmly attached to the arrow head and that the head is securely attacked to the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Visually check the arrow shaft is intact and the flights and nock are still present&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must check the essentials for every arrow or bolt each time you use them. You must perform this essential check by carrying out all the steps listed above immediately before you nock the arrow, even if you have already checked it earlier.&lt;br /&gt;
{{CaptionedImage|file=Checking.jpeg|title=You must conduct a full check of every arrow or bolt before you bring it onto a battle or skirmish.|caption=Flexing the shaft to ensure it is not cracked or split|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
==Full Check==&lt;br /&gt;
* &#039;&#039;&#039;You must conduct a full check of every arrow or bolt before you bring it onto a battle or skirmish&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must immediately conduct a full check of any arrow that you recover it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the foam on face of the arrow to check it is free from debris and the foam not waterlogged&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the soft foam to check it is still firmly attached to the arrow head and that the head is securely attacked to the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flex the shaft to ensure it is not cracked or split&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel each flight to check none are missing or loose&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Examine the nock to ensure it is not loose or split&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must carry out a more rigorous full check of every arrow or bolt before you bring it onto a battle or skirmish. You must perform this full check by carrying out all the steps listed for all your ammunition. You must also conduct a full check of any arrow that you recover, as you recover it, even if you have already checked it earlier.&lt;br /&gt;
&lt;br /&gt;
There is a useful video created by Nick Turner that shows [https://youtu.be/AcKZxfaO4ks?t=45 how to check an LRP arrow or bolt]. The &amp;quot;when to check&amp;quot; portion of the video is no longer up-to-date, but the rest of the video gives an excellent explanation of what to check and how.&lt;br /&gt;
&lt;br /&gt;
==Bow Competency==&lt;br /&gt;
* &#039;&#039;&#039;When you take your bow to weapon check you will be asked to demonstrate that you know how to use it safely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The weapon check team will give you a copy of our archery safety rules which you must carry at all times whilst using your bow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you take a bow to weapon check you will be required to string and destring your bow, and asked to demonstrate checking an arrow or bolt is safe to shoot. You may be asked to fire the weapon at a nearby target. The aim of these checks is to ensure that you know how use your bow or crossbow safely at our events. If the weapon check team are not satisfied that you are able to use the weapon safely then they will arrange for you to receive a demonstration lesson in how to use a LRP bow or crossbow safely.&lt;br /&gt;
&lt;br /&gt;
The weapon check team will provide you with a copy of our archery safety rules which you must carry on your person at all times when using a bow or crossbow.&lt;br /&gt;
{{CaptionedImage|file=Archers.jpg|width=500|align=right|caption=Arrows must be checked every time they are used, immediately before you nock it.}}&lt;br /&gt;
==Restrictions==&lt;br /&gt;
* &#039;&#039;&#039;Archery is not permitted during the hours of darkness&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Archery may be prohibited outside Anvil at other times due to adverse weather conditions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If this happens, a referee will inform you before the skirmish or battle begins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Archery is not permitted during the hours of darkness at Empire. The official cut-off time will be published on the wiki before each event on the page for that event. You must not use a bow in Anvil after this time - nor take a bow on a quest or skirmish which starts at this time or later. The official cut-off will be the time the conjunction begins, so you may use a bow on any quest or skirmish that starts before this time even if it ends afterwards.&lt;br /&gt;
&lt;br /&gt;
We may prohibit the use of archery outside Anvil in adverse weather conditions (such as high winds) if we believe conditions are not safe enough to allow it. If this happens, a member of the PD referee team will inform you that no bows or crossbows can be used before the skirmish or battle begins.&lt;br /&gt;
{{Safety Links}}&lt;br /&gt;
==Links==&lt;br /&gt;
* A helpful [https://www.youtube.com/watch?v=AcKZxfaO4ks video] by Nick Turner that goes through the steps of checking an arrow is safe to fire.&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Checking.jpeg&amp;diff=105637</id>
		<title>File:Checking.jpeg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Checking.jpeg&amp;diff=105637"/>
		<updated>2023-09-14T15:06:56Z</updated>

		<summary type="html">&lt;p&gt;Harry: {{Tom}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tom}}&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Vigilance_speed_your_path.jpeg&amp;diff=104679</id>
		<title>File:Vigilance speed your path.jpeg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Vigilance_speed_your_path.jpeg&amp;diff=104679"/>
		<updated>2023-08-11T15:53:24Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Kieran}}&lt;br /&gt;
&lt;br /&gt;
Used by permission of the photographer [[Category:Photos:KieranKerrigan|Kieran Kerrigan]] and the subjects.&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Vigilance_speed_your_path.jpeg&amp;diff=104678</id>
		<title>File:Vigilance speed your path.jpeg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Vigilance_speed_your_path.jpeg&amp;diff=104678"/>
		<updated>2023-08-11T15:51:49Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Used by permission of the photographer [[Category:Photos:KieranKerrigan|Kieran Kerrigan]] and the subjects.&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Speaker_for_the_Senate&amp;diff=104160</id>
		<title>Speaker for the Senate</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Speaker_for_the_Senate&amp;diff=104160"/>
		<updated>2023-08-01T21:26:11Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote by=&amp;quot;Varkula, The Throne&amp;quot;&amp;gt;In this chamber, the Speaker&#039;s word is law. We are all equal before the law - all of us.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Civil Service appoint one or more of their number to the Speaker&#039;s Seat. This position is designed to ensure the smooth operation of the Senate and has powers of censure to support that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Speaker for the Senate is an NPC only position. Its role is to be the umpire for the senate sessions - not to play the game.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Duties==&lt;br /&gt;
Each Senate session is chaired by the Speaker who helps to ensure that the sessions take place in a timely and effective fashion. They keep order in the chamber, ensure the rules are followed and try to make sure everyone has a chance to speak. They are responsible for ensuring that every senator understand the motion being voted on.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Member of the Senate===&lt;br /&gt;
The Speaker is a [[Senate_session#Member_of_the_Senate|member of the Senate]]. They are entitled to enter the Senate chamber at the start of a session and speak in the debates. In practice, as a civil servant, the Speaker tries to keep their voice impartial and restrict their comments to ones needed to keep the chamber in order.&lt;br /&gt;
&lt;br /&gt;
===Proposal===&lt;br /&gt;
The Speaker may [[Senate_motion#Proposal|propose]] any number of motions for consideration by the Senate each summit. In practice this ability is only used to raise [[Senate_motion#Administrative_Motions|administrative motions]]. They do not accept &amp;quot;suggestions&amp;quot; for motions from citizens.&lt;br /&gt;
&lt;br /&gt;
===Right of Address===&lt;br /&gt;
The Speaker has the right to make a [[Senate address]] once per summit. This is intended to allow them to present important information for the senators&#039; consideration. To make an address, the Speaker must add the address to the agenda for the next [[Senate session]].&lt;br /&gt;
&lt;br /&gt;
===Powers of Censure===&lt;br /&gt;
The Speaker for the Senate has the power to sanction anyone attending a Senate session. This power is used to censure rowdy or disruptive individuals, and extends equally to &#039;&#039;anyone&#039;&#039; who is present for the session. Any [[Senate_session#Member_of_the_Senate|member of the Senate]] including [[The Throne]], guests in the viewing gallery, a priest attempting to use the right of [[witness]] to act in an inappropriate manner, or a civil servant who was speaking out of turn are all subject to censure by the Speaker.&lt;br /&gt;
&lt;br /&gt;
As with the [[Herald of the Council]], the Speaker can apply three sanctions, each of increasing magnitude. The Speaker may use any power they judge appropriate - they do not need to start with silence and escalate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;John of Meade, a Speaker&amp;quot;&amp;gt;&amp;quot;One day, Mitwold, you will die. Your Virtue will speed you through the Labyrinth. You may be reborn as an Imperial citizen, join the Civil Service, become a Speaker, and be able to speak as you see fit in this House. Until then, be quiet, and I silence you for the duration of this debate.&amp;quot;&amp;lt;/quote&amp;gt;&lt;br /&gt;
.&lt;br /&gt;
====Silence====&lt;br /&gt;
The first sanction is silence. The Speaker can silence a persistently rude or boorish senator for the duration of a single motion; they will not be allowed to speak on the floor or answer points made while silenced. They may still vote and once the vote has been cast, are free to speak once more.&lt;br /&gt;
&lt;br /&gt;
====Exclusion====&lt;br /&gt;
Should this prove insufficient the second sanction is exclusion - the offending senator is obliged to leave the Senate chamber until the end of the current motion. This denies them the right to vote on it so is a serious matter. They may re-enter the chamber following the vote.&lt;br /&gt;
&lt;br /&gt;
====Expulsion====&lt;br /&gt;
The third and final sanction is expulsion - the senator is expelled from the Senate chamber for the entire sitting. They lose their chance to vote on all issues. This is an extreme sanction and historically is used only in response to grave misdemeanours such as threats of violence in the chamber.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Civil Service selects the Speaker for the Senate. Although the title is usually referred to in the singular, the civil service may grant the title to more than one citizen. It is common practice to have multiple civil servants &amp;quot;raised to the Speaker&#039;s Chair&amp;quot; at a time.&lt;br /&gt;
&lt;br /&gt;
The Speaker for the Senate can be [[Revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
The Speaker of the Senate is currently filled by three civil servants: John of Meade, Rialta di Regario, and Dyer Alys.&lt;br /&gt;
&lt;br /&gt;
==The Speaker in Play==&lt;br /&gt;
The Speaker is an NPC whose role it is to keep Senate sessions fun and engaging for the participants.&lt;br /&gt;
&lt;br /&gt;
{{Senate Further Reading}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Civil Service]]&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Title]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Vigilance&amp;diff=104120</id>
		<title>Vigilance</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Vigilance&amp;diff=104120"/>
		<updated>2023-08-01T15:58:08Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Symbols of Vigilance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ChildPrimer6.jpg|width=168|height=240|align=left|caption=From &#039;&#039;A Children&#039;s Primer of the Way&#039;&#039;}}&lt;br /&gt;
==The Path of Vigilance==&lt;br /&gt;
&lt;br /&gt;
The Virtue of Vigilance is popular amongst those charged with ensuring the safety of things precious; from the inquisitor who seeks out treacherous cultists, to the scrivener who scrutinises their dhomiro’s records against fraud and theft, to the shepherds in the fields. The threats to the Empire and its citizens are many and varied and all must be prepared for, guarded against and actively opposed lest they tear down civilisation. Not all threats carry arms like the barbarians; some come with smiles and lies, like false-faced eternals, or even lie in the hearts of weak citizens. Through diligence, detail, and dedication in all things does one person’s Vigilance safeguard another from harm.&lt;br /&gt;
&lt;br /&gt;
===Guidance on the Path===&lt;br /&gt;
Through meditation on the [[auras of Vigilance]], and by studying the lives of paragons and exemplars, the priests of the Way have gleaned insight into the heart of the virtue and how best to pursue it. There are collections of parables, tales, sayings and teachings that distill this for Imperial citizens to learn from. The following are a handful of teachings and sayings deemed to be essential to understanding the path:&lt;br /&gt;
&lt;br /&gt;
* Seek out the poison in your neighbour’s fields, lest your own crops be blighted.&lt;br /&gt;
* Be alert to all dangers; within and without.&lt;br /&gt;
* Seek out falsehood and expose the truth.&lt;br /&gt;
* Prepare for malice, yet thwart malice before it strikes against you.&lt;br /&gt;
* Despise that which threatens what you watch over, whether by malice, lies, folly or carelessness.&lt;br /&gt;
&lt;br /&gt;
==Paragons and Exemplars==&lt;br /&gt;
Attempts to catalogue paragons and exemplars of Vigilance have met with mixed success. In some cases, the disaster they prevent or the catastrophe that goes averted results in their heroism going unsung. More notable are those who publicly expose traitors, infiltrators, and black-hearted villains. Recognised [[paragons and exemplars]] of Vigilance include:&lt;br /&gt;
* The legendary paragon known as [[The Sentinel]], who is credited with building many ancient towers and fortresses that still stand today. &lt;br /&gt;
* The paragon [[Vardas]] the Witch-Hunter of [[Varushka]], who dedicated his life to tracking down and bringing to justice the criminals who preyed on his people.&lt;br /&gt;
* The exemplar [[Berechiah]] who exemplifies the often unpopular idea that the vigilant should be prepared to do whatever is necessary to protect their people from outside threats.&lt;br /&gt;
&lt;br /&gt;
==Symbols of Vigilance==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Vigilance_speed_your_path.jpeg|width=500|align=right|caption=The Lantern lights the path of the Virtuous through the Labyrinth.}}&lt;br /&gt;
The &#039;&#039;&#039;tower&#039;&#039;&#039; is a common symbol of Vigilance, representing the ancient works of [[the Sentinel]]. The watchtower allows one to see great distances and prepare for coming threats, while a fortified tower or a &#039;&#039;&#039;castle&#039;&#039;&#039; allow one to protect that which is precious. Along similar lines, other tools of warding and warning are common symbols of the path, especially the &#039;&#039;&#039;bell&#039;&#039;&#039;, the &#039;&#039;&#039;barred gate&#039;&#039;&#039;, and the &#039;&#039;&#039;beacon&#039;&#039;&#039;. Priests and pilgrims of the Path of Vigilance will often carry a bell or whistle for precisely the purpose of alerting others to danger they have identified. A &#039;&#039;&#039;lantern&#039;&#039;&#039; is another popular symbol of Vigilance, as is the &#039;&#039;&#039;candle&#039;&#039;&#039; - both can be used to provide aid in dark places and to signal warnings to others.&lt;br /&gt;
&lt;br /&gt;
Mystically inclined [[Urizen]] favour the &#039;&#039;&#039;unblinking eye&#039;&#039;&#039; (an eye without lids). The eye has a great deal of [[Urizen_hearth_magic#The eye|hearth magic]] significance, and is often painted onto surfaces such as gates, doors, and the base of [[Urizen_culture_and_customs#The_Heliopticon|heliopticon]] towers as a reminder of the need to stay alert. During their Spring festival, they represent Vigilance with green flowers or sometimes wreaths of green leaves. The image of the unblinking eye can also be seen in the &#039;&#039;&#039;basilisk&#039;&#039;&#039;, a common symbol for unsleeping Vigilance among the [[Highguard|Highborn]].&lt;br /&gt;
&lt;br /&gt;
In [[Varushka]], eyes or grim faces are often carved into lintels or trees to keep watch over a vale; there are several stories of warnings being delivered in dreams to those who sleep in a house guarded by these peculiar icons. A similar role is played by the &#039;&#039;&#039;scarecrow&#039;&#039;&#039; (and to a degree the traditional [[The_Marches_hearth_magic#Poppets|poppet]]) in [[the Marches]].&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;spear&#039;&#039;&#039; also stands as a symbol of Vigilance, especially among the [[Navarr]] where it has strong connotations of protecting against outside threats.&lt;br /&gt;
&lt;br /&gt;
Among the people of [[Wintermark]] Vigilance is represented by the loud &#039;&#039;&#039;jay&#039;&#039;&#039; and by the &#039;&#039;&#039;goose&#039;&#039;&#039;. The goose is also used as a symbol of the virtue in [[Varushka]], alongside the wise &#039;&#039;&#039;spider&#039;&#039;&#039;. The spider also serves as a symbol of Vigilance among some covert [[sect|sects]] in [[Urizen]], specifically as the [[astronomancy|astronomantic]] constellation of the [[The_Spider_and_The_Web#The_Spider|same name]]. The law of the Spider - &#039;&#039;things are watched by a hidden eye&#039;&#039; - is both a statement of the need to be constantly alert for danger and a reminder that others are always watching. Some magicians use the [[Runes|rune]] of [[Ophis|Revelation]], &#039;&#039;&#039;Ophis&#039;&#039;&#039;, as a symbol of vigilance.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* You can learn about the various spiritual [[roleplaying effects]] created by priests [[Religious skills#Dedication|dedicated]] to Vigilance [[Vigilance_roleplaying_effects|here]].&lt;br /&gt;
* You can learn about the skills that priests can use to safeguard the virtue of Vigilance [[Religious skills|here]].&lt;br /&gt;
&lt;br /&gt;
===The Seven Virtues===&lt;br /&gt;
* [[Ambition]]&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
* [[Loyalty]]&lt;br /&gt;
* [[Pride]]&lt;br /&gt;
* [[Prosperity]]&lt;br /&gt;
* [[Vigilance]]&lt;br /&gt;
* [[Wisdom]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[The Way|The Way of Virtue]]&lt;br /&gt;
*[[Imperial Theology]]&lt;br /&gt;
*[[Imperial Synod]]&lt;br /&gt;
*[[Religious skills|Religious Skills]]&lt;br /&gt;
*[[Recent history|Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Vigilance&amp;diff=104119</id>
		<title>Vigilance</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Vigilance&amp;diff=104119"/>
		<updated>2023-08-01T15:57:46Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Symbols of Vigilance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ChildPrimer6.jpg|width=168|height=240|align=left|caption=From &#039;&#039;A Children&#039;s Primer of the Way&#039;&#039;}}&lt;br /&gt;
==The Path of Vigilance==&lt;br /&gt;
&lt;br /&gt;
The Virtue of Vigilance is popular amongst those charged with ensuring the safety of things precious; from the inquisitor who seeks out treacherous cultists, to the scrivener who scrutinises their dhomiro’s records against fraud and theft, to the shepherds in the fields. The threats to the Empire and its citizens are many and varied and all must be prepared for, guarded against and actively opposed lest they tear down civilisation. Not all threats carry arms like the barbarians; some come with smiles and lies, like false-faced eternals, or even lie in the hearts of weak citizens. Through diligence, detail, and dedication in all things does one person’s Vigilance safeguard another from harm.&lt;br /&gt;
&lt;br /&gt;
===Guidance on the Path===&lt;br /&gt;
Through meditation on the [[auras of Vigilance]], and by studying the lives of paragons and exemplars, the priests of the Way have gleaned insight into the heart of the virtue and how best to pursue it. There are collections of parables, tales, sayings and teachings that distill this for Imperial citizens to learn from. The following are a handful of teachings and sayings deemed to be essential to understanding the path:&lt;br /&gt;
&lt;br /&gt;
* Seek out the poison in your neighbour’s fields, lest your own crops be blighted.&lt;br /&gt;
* Be alert to all dangers; within and without.&lt;br /&gt;
* Seek out falsehood and expose the truth.&lt;br /&gt;
* Prepare for malice, yet thwart malice before it strikes against you.&lt;br /&gt;
* Despise that which threatens what you watch over, whether by malice, lies, folly or carelessness.&lt;br /&gt;
&lt;br /&gt;
==Paragons and Exemplars==&lt;br /&gt;
Attempts to catalogue paragons and exemplars of Vigilance have met with mixed success. In some cases, the disaster they prevent or the catastrophe that goes averted results in their heroism going unsung. More notable are those who publicly expose traitors, infiltrators, and black-hearted villains. Recognised [[paragons and exemplars]] of Vigilance include:&lt;br /&gt;
* The legendary paragon known as [[The Sentinel]], who is credited with building many ancient towers and fortresses that still stand today. &lt;br /&gt;
* The paragon [[Vardas]] the Witch-Hunter of [[Varushka]], who dedicated his life to tracking down and bringing to justice the criminals who preyed on his people.&lt;br /&gt;
* The exemplar [[Berechiah]] who exemplifies the often unpopular idea that the vigilant should be prepared to do whatever is necessary to protect their people from outside threats.&lt;br /&gt;
&lt;br /&gt;
==Symbols of Vigilance==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Vigilance_speed_your_path.jpeg.jpg|width=500|align=right|caption=The Lantern lights the path of the Virtuous through the Labyrinth.}}&lt;br /&gt;
The &#039;&#039;&#039;tower&#039;&#039;&#039; is a common symbol of Vigilance, representing the ancient works of [[the Sentinel]]. The watchtower allows one to see great distances and prepare for coming threats, while a fortified tower or a &#039;&#039;&#039;castle&#039;&#039;&#039; allow one to protect that which is precious. Along similar lines, other tools of warding and warning are common symbols of the path, especially the &#039;&#039;&#039;bell&#039;&#039;&#039;, the &#039;&#039;&#039;barred gate&#039;&#039;&#039;, and the &#039;&#039;&#039;beacon&#039;&#039;&#039;. Priests and pilgrims of the Path of Vigilance will often carry a bell or whistle for precisely the purpose of alerting others to danger they have identified. A &#039;&#039;&#039;lantern&#039;&#039;&#039; is another popular symbol of Vigilance, as is the &#039;&#039;&#039;candle&#039;&#039;&#039; - both can be used to provide aid in dark places and to signal warnings to others.&lt;br /&gt;
&lt;br /&gt;
Mystically inclined [[Urizen]] favour the &#039;&#039;&#039;unblinking eye&#039;&#039;&#039; (an eye without lids). The eye has a great deal of [[Urizen_hearth_magic#The eye|hearth magic]] significance, and is often painted onto surfaces such as gates, doors, and the base of [[Urizen_culture_and_customs#The_Heliopticon|heliopticon]] towers as a reminder of the need to stay alert. During their Spring festival, they represent Vigilance with green flowers or sometimes wreaths of green leaves. The image of the unblinking eye can also be seen in the &#039;&#039;&#039;basilisk&#039;&#039;&#039;, a common symbol for unsleeping Vigilance among the [[Highguard|Highborn]].&lt;br /&gt;
&lt;br /&gt;
In [[Varushka]], eyes or grim faces are often carved into lintels or trees to keep watch over a vale; there are several stories of warnings being delivered in dreams to those who sleep in a house guarded by these peculiar icons. A similar role is played by the &#039;&#039;&#039;scarecrow&#039;&#039;&#039; (and to a degree the traditional [[The_Marches_hearth_magic#Poppets|poppet]]) in [[the Marches]].&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;spear&#039;&#039;&#039; also stands as a symbol of Vigilance, especially among the [[Navarr]] where it has strong connotations of protecting against outside threats.&lt;br /&gt;
&lt;br /&gt;
Among the people of [[Wintermark]] Vigilance is represented by the loud &#039;&#039;&#039;jay&#039;&#039;&#039; and by the &#039;&#039;&#039;goose&#039;&#039;&#039;. The goose is also used as a symbol of the virtue in [[Varushka]], alongside the wise &#039;&#039;&#039;spider&#039;&#039;&#039;. The spider also serves as a symbol of Vigilance among some covert [[sect|sects]] in [[Urizen]], specifically as the [[astronomancy|astronomantic]] constellation of the [[The_Spider_and_The_Web#The_Spider|same name]]. The law of the Spider - &#039;&#039;things are watched by a hidden eye&#039;&#039; - is both a statement of the need to be constantly alert for danger and a reminder that others are always watching. Some magicians use the [[Runes|rune]] of [[Ophis|Revelation]], &#039;&#039;&#039;Ophis&#039;&#039;&#039;, as a symbol of vigilance.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* You can learn about the various spiritual [[roleplaying effects]] created by priests [[Religious skills#Dedication|dedicated]] to Vigilance [[Vigilance_roleplaying_effects|here]].&lt;br /&gt;
* You can learn about the skills that priests can use to safeguard the virtue of Vigilance [[Religious skills|here]].&lt;br /&gt;
&lt;br /&gt;
===The Seven Virtues===&lt;br /&gt;
* [[Ambition]]&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
* [[Loyalty]]&lt;br /&gt;
* [[Pride]]&lt;br /&gt;
* [[Prosperity]]&lt;br /&gt;
* [[Vigilance]]&lt;br /&gt;
* [[Wisdom]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[The Way|The Way of Virtue]]&lt;br /&gt;
*[[Imperial Theology]]&lt;br /&gt;
*[[Imperial Synod]]&lt;br /&gt;
*[[Religious skills|Religious Skills]]&lt;br /&gt;
*[[Recent history|Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Vigilance_speed_your_path.jpeg&amp;diff=104117</id>
		<title>File:Vigilance speed your path.jpeg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Vigilance_speed_your_path.jpeg&amp;diff=104117"/>
		<updated>2023-08-01T15:49:31Z</updated>

		<summary type="html">&lt;p&gt;Harry: Used by permission of the photographer Kieran Kerrigan and the subjects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Used by permission of the photographer Kieran Kerrigan and the subjects&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Register_of_civil_service_gifts&amp;diff=99839</id>
		<title>Register of civil service gifts</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Register_of_civil_service_gifts&amp;diff=99839"/>
		<updated>2023-04-25T21:33:17Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* To a number of civil servants, copies of &amp;quot;An Enlightened Empire”, the collected speeches of the Empress of Flowers being a gift from Severin von Holberg&lt;br /&gt;
* Bequeathed to Merlot, in the will of Lorenzo Von Temeschwar, one throne and one crown&lt;br /&gt;
* Bequeathed to Marta Kovar, in the will of Lorenzo Von Temeschwar, one throne and one crown&lt;br /&gt;
* Bequeathed to John of Meade, in the will of Lorenzo Von Temeschwar, one throne and one crown&lt;br /&gt;
* To John Of Meade by Senator Mitwold, a shot of &amp;quot;Mitwold Mud&amp;quot;, a toffee flavoured spirit. &lt;br /&gt;
* To John of Meade, by Matteo &amp;quot;Free Wolf&amp;quot; Edgestalker, a bottle of honeyed whisky&lt;br /&gt;
* To John of Meade, by a citizen unknown, a bottle of elderflower gin, he thinks.&lt;br /&gt;
* To John Of Meade, by Imperatrix Lisabetta, a Gremani spoon to the value of 1 crown&lt;br /&gt;
* To John Of Meade by Senator Mitwold, a linen coif, value in the heat incalculable&lt;br /&gt;
* To John Of Meade by Quartermaster Dan Brackensong, a bottle of rhubarb gin to the value of 6 crowns. Twice.&lt;br /&gt;
* To John Of Meade, by Escon, egregore of Highguard, a bottle of rhubarb gin to the value of 6 crowns&lt;br /&gt;
* To John Of Meade, by Lisabetta, Prince of the House of Seven Mirrors, a bound copy of the Constitution, to a value unknown.&lt;br /&gt;
* To the Tribune, a book cover of golden cloth, crafted by Needle of House Ossienne. Price unknown, highly valued.&lt;br /&gt;
* To Marta Kovar, by Dan Brackensong, a bottle of rhubarb gin to the value of 6 crowns.&lt;br /&gt;
* To Marta Kovar, by Silvio di Tassato, a cup of tea to the value of 2 rings.&lt;br /&gt;
* To the Civil Service, by Father Drakov, one half iced lemon sandwich cake, to the value of 2 crowns. Several Civil Servants rewarded the citizen independently for his Prosperity.&lt;br /&gt;
* To John Of Meade, by a masked figure I have reason to believe is Simargl, the Empty One, Dean of the Lyceum, a hammer and small bag of nails, to a value unknown, but a utility immense.&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=We_are_never_ever_getting_back_together&amp;diff=99570</id>
		<title>We are never ever getting back together</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=We_are_never_ever_getting_back_together&amp;diff=99570"/>
		<updated>2023-04-18T20:32:24Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:384YE Winter]][[Category:Recent History]][[Category:Trade Winds]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;I mean, when you get right down to it, Asavea and Jarm are a long way away. What can they even do about this?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Roderegio thought he was being rhetorical, but Vienetta di Sarvos had had enough. Of his company, this meal, and this assignation. She wondered what she&#039;d ever seen in this idiot. How could she ever have thought &#039;&#039;this man&#039;&#039; would be a good match for her? She savoured a mouthful of admittedly reasonably adequate pilf, and then carefully put her fork down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What can they even do?&amp;quot; she mimicked Roderegio&#039;s voice, tone light but words sharpened. &amp;quot;I don&#039;t know. Let&#039;s think about it. Jarm is basically what you&#039;d get if you took the Conclave and gave it complete control of the Bourse, the Military Council, and the Imperial Treasury, without any pesky Synod in the way talking about virtue or wringing its hands about what the little people will think. A nation where wizards are in charge, without a thresher or a vate in sight to say &#039;steady on&#039;. Up until now they&#039;ve mostly been worried about the upcoming war with our good friends the Commonwealth, but we&#039;ve just reached halfway across the known world and smashed the international slave trade. I imagine if I had all the resources of the Senate and the Conclave, I might be able to spare some of it to send - say - a dozen magicians on a boat with a bucket of mana. They don&#039;t even need to come to the Empire - they can just stop off with their Grendel friends and cast a few little enchantments over their armies or their castles.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well,sure, but really when-&amp;quot; She didn&#039;t give him a chance to interrupt, and he nearly choked on a mouthful of steamed ham.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asavea? Now surely we don&#039;t need to worry about Asavea? A toothless old nation with a bickering Plenum far to the west, constantly entangled with our good friends the Sumaah Republic? I mean sure, that Plenum has effectively complete control of their military, and is entirely supported by the equivalent of their Synod, and believes that they have literal &#039;&#039;gods&#039;&#039; on their side, and have been playing underhanded political games at home and abroad since before the Dawnish arrived on the Bay of Catazaar, and have forgotten more about building warships than we currently know? Sure, why should we worry about them? It&#039;s not as if they share our ability to pay their enterprising ship captains to sail halfway round the Known World to come raid our shipping, or help our enemies, or just sell them cheap materials so they can build bigger armies, is it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, of course, I mean if you want to get all &#039;&#039;speculative&#039;&#039; about it,&amp;quot; Roderegio snorted. &amp;quot;But if we leave all that aside, yeah, if we leave all that aside... what can they even do about all this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She stared at his stupid red face for a full thirty seconds, then dabbed her mouth with her napkin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, if you leave all &#039;&#039;that&#039;&#039; aside, all those things I just came up with off the top of my head after ten seconds of thought, then no. They can&#039;t do anything and we have absolutely nothing at all to worry about.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Roderegio allowed a broad grin to occupy his face, and took a self-satisfied gulp of his wine. Vienetta caught the eye of her &#039;&#039;cicisbeo&#039;&#039;, raised her finger to attract the waiter, and favoured her dinner companion with a broad smile of her own in preparation for explaining to him why they would &#039;&#039;not&#039;&#039; be seeing each other again after tonight and what might happen if they did.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Kahjiit has wares.jpg|caption=The world has wares, if you have coin.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Post-Rachensgrab World==&lt;br /&gt;
*&#039;&#039;&#039;The Fleet Admiral was Abel of Zenith Ascendant of Urizen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The international slave trade has been utterly shattered by the actions of the Liberty Pact&#039;&#039;&#039;&lt;br /&gt;
As the Imperials who ventured to Rachensgrab return home from the [[Burning|raid]] rumours start to spread from those who still have contacts in Nemoria, Kavor, Vezak, and Rigia. The raid has sent shockwaves careening through Asavean and Jarmish society. After Chalonsio, the two great powers must have realised something was coming but they could not have been prepared for the &#039;&#039;speed&#039;&#039; with which the Empire moved to topple the Slave Lords. Entire merchant families have been ruined, their investment in human and orc misery disappearing like morning mist. Magicians and covens who had existing deals with the now destroyed [[Ephisis#Pharam_Vex.2C_Voivode_of_Chains|Pharam Vex]] have lost everything. The two nations are scrabbling to work out what they do now, with the steady supply of exploitation that they had relied on cut off at the source. There are rumblings from both the Plenum and the House of Princes that this is a perfect demonstration of how dangerous the Empire is... but for now the Empire and their allies are free to celebrate their triumph. They have, without a doubt, made the world a slightly less dreadful place for an awful lot of people both in the present, and in the future.&lt;br /&gt;
===Legitimate Salvage===&lt;br /&gt;
*&#039;&#039;&#039;Abel of Zenith Ascendant will have the deeds to ten fleets and two ritual texts at the upcoming summit&#039;&#039;&#039;&lt;br /&gt;
Two ritual texts and ten fleets were acquired as loot in addition to the weapons, foci, wains, crowns, and [[Vis#Warm_Ashes|Autumn vis]] from Rachensgrab. The ten fleets are waiting in the docks of [[Sarvos]] being made fit to sail by the &#039;&#039;Sarvos Shipwrights Syndicate&#039;&#039;. Though none of them have suffered massive damage all of the ships were due for some repairs. Anyone that provides the deed to the civil service (&#039;&#039;&#039;OOC note:&#039;&#039;&#039; please take to GOD) will be able to swap their [[Resource#Personal_Resource|personal resource]] free of charge.&lt;br /&gt;
&lt;br /&gt;
==The Liberty Pact==&lt;br /&gt;
*&#039;&#039;&#039;All members of the Liberty Pact enjoy free trade with each other&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Ambassador to the Commonwealth]] is Lucia Sanguineo Rezia di Tassato of the League&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Ambassador to the Sumaah Republic]] is Accalon of Felix&#039;s Watch of Highguard&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Ambassador to Axos]] is currently Tarquinius Ankarien of Urizen&#039;&#039;&#039;&lt;br /&gt;
The might of the signatory nations of the [[Voice_of_Liberty#Liberty_Pact|Liberty Pact]] was made manifest with the utter shattering of the international slave trade in [[Burning|Rachensgrab]]. The previous season, in [[Mosaic|Chalonsio]], the Empire, the Sumaah, and the Commonwealth demonstrated their commitment to ending the abhorrent practice of slavery. Closer to home the Empire has secured significant change in both [[Thule]] and [[Faraden]] society. There is talk that the [[Iron Confederacy]] may be moving towards a serf system following pressure from their neighbours to the north (although some question whether this is really any different to slavery when one gets right down to it). Clearly the might of the Liberty Pact is in its ascendancy. &lt;br /&gt;
&lt;br /&gt;
But what comes next? In the wake of Chalonsio, the Sumaah are keen to strike directly at their old enemies in Nemoria. The Commonwealth are busy accomodating thousands of people freed from the markets of Rachensgrab, but they are also increasing pressure in [[A_force_to_be_reckoned_with#The_Lantir_Question|Lantir]]. While the Citadels of Axos are thriving, they have time to consider their own ambitions which might not align entirely with their larger neighbours. Asavea and Jarm have not renounced slavery; the evil still exists in the world. Yet there is a world of difference between smashing an independent organisation such as the Slave Lords - no matter how influential they might be - and facing the might of another great power the equal of the Empire.&lt;br /&gt;
===Commonwealth Rituals===&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth has provided five ritual texts to the Imperial Conclave&#039;&#039;&#039;&lt;br /&gt;
As per their previous agreement, the Commonwealth has prepared ritual texts for the Imperial Conclave. As requested in the [[declaration]] of [[endowment]]  [[384YE_Summer_Solstice_Conclave_sessions#Endownment_:_Commonwealth_Rituals|raised by]] &#039;&#039;&#039;Skywise Gralka&#039;&#039;&#039; during the Summer Solstice, they will be presented to the [[grandmaster|grandmasters]] of the [[Rod and Shield]], [[Unfettered Mind]], [[Celestial Arch]], and [[Golden Pyramid]] at the start of the [[Conclave session]] on Friday evening. &lt;br /&gt;
===Axou Narcotics===&lt;br /&gt;
*&#039;&#039;&#039;The Axou of the Tunnels of Kaban are slowly working to reclaim their citadel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There is an increased trade in narcotics from Axos to the Empire&#039;&#039;&#039;&lt;br /&gt;
More and more narcotics are making their way over the border to the Empire, to be sampled by those who make the journey to Anvil. The Assembly of Nine directed the [[Silent Bell (Sodality)|Silent Bell]] to [[384YE_Autumn_Equinox_Synod_judgements#Judgement_163|investigate the distribution of Axou narcotics throughout the Empire and their effects on Imperial citizens]] and that full report will be made available to the Assembly of Nine at the upcoming summit.&lt;br /&gt;
==The Freedom Accord==&lt;br /&gt;
*&#039;&#039;&#039;The Asavean Plenum declared war on the Empire during the Autumn Equinox 384YE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Imperial Senate has embargoed the Principalities of Jarm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Principalities of Jarm have severed ties with the Empire&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Ambassador to Asavea]] is Pakt of the Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Ambassador to Jarm]] is currently Gelert Ashborn of Navarr&#039;&#039;&#039;&lt;br /&gt;
Beyond a report on the Temple of the Noble Virtues there has been precious little news from the [[Asavean Archipelago]]. No merchants come to offer their wares in [[Sarvos#Asavean_Embassy|Sarvos]], nor have ships come to check if the [[Overseer of the Cavabianca Dock]] has any orders. Any fleet captains who might for some reason try to trade in Nemoria are harried as they withdraw by ships crewed by mercenaries, apparently eager to earn bonuses from the deep pockets of the wealthy Plenum.&lt;br /&gt;
&lt;br /&gt;
The Principalities of Jarm are very dangerous for anyone who has previously championed the Empire as a worthy ally. The rumours of escalation in Lantir, and the clear and present threat of that the Commonwealth represents to the south.&lt;br /&gt;
===Asavean Heretics===&lt;br /&gt;
The recently renovated &#039;&#039;&#039;Temple of the Noble Virtues&#039;&#039;&#039; has fallen upon hard times in Nemoria in response to Imperial involvement in the raids on [[Mosaic|Chalonsio]] and [[Burning|Rachensgrab]], and Asavea&#039;s decision to declare war on the Empire. The would-be &#039;First Priest of Virtue&#039; &#039;&#039;Portilium Traposdo&#039;&#039; has been publicly humiliated and shamed, effectively marked as a traitor for his association with the &#039;warlike, disruptive faith&#039; of the enemy. Indeed, he has had to sell one of the immense gold and bronze idols that represented the Virtues: the one representing Prosperity - to one of the Grendel who reside permanently in Nemoria.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Grendel Countdown Crab 5.png|caption=The Grendel [[Ratify treaty with the Grendel Autumn 383YE|treaty]] ends after the Autumn Equinox 385YE, but is due to be renegotiated in Spring of that year.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grendel==&lt;br /&gt;
*&#039;&#039;&#039;The Empire has placed sanctions on trade with the Grendel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The position of [[Ambassador to the Grendel]] is currently vacant&#039;&#039;&#039;&lt;br /&gt;
The [[Construct Grendel Embassy|construction]] of the Grendel embassy has finally been completed. The position of [[Ambassador to the Grendel]] will be appointed at the second Senate session of the upcoming Winter Solstice. Some enterprising Freeborn have a [[Drums_beat_in_my_head|cunning plan]] to steal the [[Scorrero Nets]] from under the nose of Governor Rahab, and there are known to be a group of [[Gorgeous#Questioners_of_Attar|Grendel priests visiting Anvil]].&lt;br /&gt;
&lt;br /&gt;
The peace treaty with the Grendel is due to be renegotiated during the Spring Equinox. Over the past year the Imperial citizens and [[orc|orcs]] of the Broken Shore have engaged in multiple trade deals - primarily with Salt Lord Kaliact of Spiral which have apparently resulted in Prosperity all round.&lt;br /&gt;
&lt;br /&gt;
===Private Negotiations===&lt;br /&gt;
*&#039;&#039;&#039;Salt Lord Kaliact of Spiral has requested a meeting between her representatives and a number of Imperial citizens this summit.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Speaker Curstag and party will arrive at Anvil around 12:30 on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is a very specific group of people they wish to meet with&#039;&#039;&#039;&lt;br /&gt;
As the Winter Solstice approaches, messengers from [[Spiral]] arrive at Anvil to request a meeting be arranged. Salt Lord Kaliact is sending her trusted negotiator, &#039;&#039;Speaker Curstag&#039;&#039; and her advisors, to Anvil to discuss &amp;quot;matters related to the peace treaty, and it&#039;s upcoming renegotiation.&amp;quot; When pressed for more, the messengers say that this is all they were told. What they do have, is a list of people who are to be invited to the meeting. The list appears a little esoteric, in part due to the fact that there is currently no [[Ambassador to the Grendel]], although this position is due to be elected this season.&lt;br /&gt;
&lt;br /&gt;
Where the meeting is to be hosted is a matter for the Empire to decide, apparently, although the messengers suggest that the Urizen encampment will be most familiar to the attendees. Speaker Curstag and their party will arrive at the gates of Anvil around 12:30 on Saturday.&lt;br /&gt;
&lt;br /&gt;
The following Imperial citizens are invited to attend the negotiations:&lt;br /&gt;
*&#039;&#039;&#039;Valerius&#039;&#039;&#039; in their position as the [[Spiral Envoy]] and with their responsibilities to ensure good trade relations with the Grendel in Spiral.&lt;br /&gt;
*&#039;&#039;&#039;Sejanus&#039;&#039;&#039; in their position as the [[Redoubt|Senator for Redoubt]]&lt;br /&gt;
*&#039;&#039;&#039;Esteban i Del Rio Blanco i Guerra&#039;&#039;&#039; as the former [[Imperial Fleet Master]] whose audacity inspired the Grendel to open negotiations&lt;br /&gt;
*&#039;&#039;&#039;Ezro i Alvera i Erigo&#039;&#039;&#039; as the current Imperial Fleet Master who until recently held authority to negotiate on behalf of the Empire&lt;br /&gt;
*&#039;&#039;&#039;Andronikos of the Lighthouse at Nikephoros&#039;&#039;&#039;, and whichever trusted friend he chooses to bring with him&lt;br /&gt;
&lt;br /&gt;
===Visiting Armada===&lt;br /&gt;
*&#039;&#039;&#039;At least one of the Grendel navies is currently off the coast of Necropolis&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Many of their sailors have been visiting the hostelries and taverns of the territory&#039;&#039;&#039;&lt;br /&gt;
There was some panic when the first sailors of the Grendel first arrived in [[Necropolis]] a month after the Autumn Equinox. Clearly this wasn&#039;t any kind of invasion, &#039;&#039;but what if it was&#039;&#039;? As the days turned into weeks and the Grendel remained in Necropolis it became clear that at least one of their [[Imperial navy|navies]] was anchored off the coast of the territory. The navies are far away enough to ensure they are not breaching any borders though not far away enough to not be affected by a [[Foam and Spittle of the Furious Sea|ritual]] targeting the territory.&lt;br /&gt;
&lt;br /&gt;
The [[business]] owners of Necropolis are unsure what to do about their newest guests. Should they be welcomed and catered to? Coin is coin after all, even if comes from a Grendel. And the Imperial Senate did agree to a peace treaty with the orcs of the Broken Shore, even if they have just enacted sanctions on them. There are still some who are unsure though, and ask the National Assembly of Highguard to make a Statement of Principle on the matter.&lt;br /&gt;
&lt;br /&gt;
If the statement is in favour of trading with the Grendel then every owner of a business based in Necropolis will receive additional income before the Spring Equinox. If the statement is not in favour of trading with the Grendel, or no statement is raised, then the Highborn will continue to keep the visitors at arms length which will lead to them seeking greener pastures elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Sarcophan Delves==&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan Delves remain interested in securing for themselves the free trade enjoyed by the signatories to the Liberty Pact&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The [[Ambassador to the Sarcophan Delves]] is Thalia of Netherwatch of Urizen&#039;&#039;&#039;&lt;br /&gt;
Visiting traders [[Sarcophan Delves]] continue to eagerly ply their goods to merchants, though with so many other nations receiving preferential treatment in Imperial ports their enthusiasm is beginning to wane. The offer of [[The_sweetest_of_songs#Ports_Galore|opening a new port]] to Imperial fleet captains in return for free trade however is still very much on the table, and &#039;&#039;Bedelaar Huisbaas Annike&#039;&#039; awaits word on a treaty from the Ambassador to the Sarcophan Delves.&lt;br /&gt;
===The Vandersaar Opportunity===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 500px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Alivetti Market&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type: &#039;&#039;&#039;[[Ministry]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, 20 crowns, three months to complete&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the position of Trademaster of Alivetti Market who could purchase measures and ingots&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Vandersaar are willing to sell ingots and measures as part of a new Alivetti Market&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Alivetti Market would require a commission, 10 wains of weirwood, 20 crowns, and take three months to construct&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Commissioning the market could be done as part of a wider treaty with the Sarcophan Delves&#039;&#039;&#039;&lt;br /&gt;
The Vandersaar have offered to sell a variety of &amp;quot;common materials&amp;quot; to the Empire. The offer has been apparently made in response to a previous request from former Ambassador &#039;&#039;&#039;Thanmir Hrafnar&#039;&#039;&#039;. The Empire would need to appoint a representative, &#039;&#039;Trademaster of Alivetti Market&#039;&#039; perhaps, to oversee the traders of the League who might wish to purchase from the Vandersaar merchants who operate the market. The Trademaster would of course have access to &amp;quot;premium rates&amp;quot; in recognition of their hard work.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;Alivetti Market&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;12 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 random ingots and measures&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;31 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;33 random ingots and measures&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;50 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 random ingots and measures&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Vandersaar have marked out an area they believe would be most suitable for the market. There is an old, forgotten villa with a personal dock which is sadly falling apart. If the Empire were to provide ten wains of weirwood the Vandersaar would be able to repair the damage to the docks and expand them slightly, allowing a private berth for Imperial merchants wishing to visit the market and purchase goods.&lt;br /&gt;
&lt;br /&gt;
===The Gjullit Proposal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;Gjullit Docks&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;255 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 wains of weirwood&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;555 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14 wains of weirwood&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;875 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21 wains of weirwood&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Gjullit family have made an offer to sell regular supplies of weirwood to the Empire&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Altering the Pallas Docks in Cargo would require a commission, 60 crowns, and take three months to complete&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Building new docks elsewhere would require a new commission, 15 wains of white granite, 15 wains of weirwood, and 60 crowns and take three months to complete&#039;&#039;&#039;&lt;br /&gt;
The Gjullit family are beginning to secure in their place at the great table of Sarcophan politics. They have managed to arrange other buyers for the weirwood and white granite they [[The_mathematics_of_tears#The_Gjullit_Opportunity|previously offered]] the Empire, and invest the resultant funds. Now they have approached the Empire with another deal; they have managed to acquire a steady supply of weirwood and are prepared to offer it to the Imperial Senate for first refusal before taking the wains elsewhere.&lt;br /&gt;
&lt;br /&gt;
They aren&#039;t offering a bulk order of weirwood - rather they are prepared to commit to delivering a regular supply. Perhaps most enticingly, the Senate won&#039;t necessarily need to construct an entirely new dock for the family to use. A representative of the Gjullit has visited the [[Prime_Factor_of_the_Pallas_Docks#Pallas_Docks|Pallas Docks]] in [[Redoubt#Cargo|Cargo]] and suggests that with some renovations to allow the superior Sarcophan vessels to dock they would be able to use it to deliver wains of weirwood to the city every season. This would require a Senate motion to [[Commission#Altering_an_Existing_Commission|alter the existing commission]], costing the Imperial Treasury 60 crowns but would require significantly less than constructing an entirely new dock. They suggest it be renamed the &#039;&#039;Gjullet Docks&#039;&#039; in the process. &lt;br /&gt;
&lt;br /&gt;
Alternatively, the Imperial Senate could construct an entirely new set of docks anywhere along the [[Bay of Catazar]]. The Gjullit suggests that if [[the Brass Coast]] are looking to begin constructing a navy (as the construction of the [[Construct Zemress Naval Academy|School of Blood and Brass]] would suggest) then it might be the ideal place secure a steady income of weirwood. Construction would require a commission, 15 wains of white granite, 15 wains of weirwood, 60 crowns, and take three months.&lt;br /&gt;
&lt;br /&gt;
Either option would need to be overseen by someone, &#039;&#039;Trademaster of the Gjullit Docks&#039;&#039; perhaps, which would need to be elected through the [[Imperial Bourse]] but could be done via [[Auction of the Seats]] or [[Tally of the Votes]] as the Senate saw fit.&lt;br /&gt;
&lt;br /&gt;
There is some question about where this bounty of weirwood is coming from; but the Gjullit laughingly refuse to reveal their sources. The last thing they want is the Empire cutting them out of the loop and making their own deal with the people who have the weirwood - where would the Prosperity in that be?&lt;br /&gt;
&lt;br /&gt;
==Knights in Anvil==&lt;br /&gt;
*&#039;&#039;&#039;The Iron Confederacy have removed their embargo but still have sanctions on Imperial trade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Three Suranni Lawkeeper knights are visiting Anvil to talk to the militia&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;They are expected to arrive in Anvil at 22:30 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The [[Ambassador to the Iron Confederacy]] is currently Lord Colwynn de Rondell of Dawn&#039;&#039;&#039;&lt;br /&gt;
As part of the [[#Free_Trade.2C_Sanctions.2C_and_Mercantilism|treaty]] agreed with the Iron Confederacy the port of [[Iron_Confederacy_ports#Robec|Robec]] is once again open to Imperial fleets. The other part of the treaty is a direction for the magistrates and local militia to work alongside Suranni knights to seek out members of the Hand of Dumon. Three Lawkeeper knights sworn to uphold the laws of [[Suranni_pantheon#Arav_the_Judge.2C_Maiden_of_Silence|Arav the Judge]] are intending to visit Anvil. &#039;&#039;Jeannette Marian&#039;&#039; and her companions are expecting to arrive at around half past ten on the first night of the summit, and will be journeying first to the militia tent to talk to their counterparts. The knights are not affiliated with any house of the Iron Confederacy, instead having pledged their lives to uphold Suranni law without favour to any one faction.&lt;br /&gt;
&lt;br /&gt;
==Free Nation of Bregas==&lt;br /&gt;
*&#039;&#039;&#039;During the Autumn Equinox Mathilda Fisher journeyed to Anvil and met with the Imperial Consul&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mathilda Fisher maintains control over Bregasland&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Imperial Consul]] is Jarrigk Orzel of Dawn&#039;&#039;&#039;&lt;br /&gt;
The Steward of Bregasland Mathilda Fisher and Harald Longaxe, representative of Gudmundur Arason, met with Jarrigk Orzel, the [[Imperial Consul]]; Bridget Talbot, the [[Imperial Administrator]]; Avisena i Kharizmi i Guerra, the [[Segura|Senator for Segura]]; and Orrick the former [[Bregasland|Senator for Bregasland]]. During the meeting an unknown Marcher jumped the barrier to the viewing gallery in an attempt to assassinate Fisher.&lt;br /&gt;
{{WingedMessenger|address=Tom Shriver is open to communication. A [[Call Winged Messenger|Winged Messenger]] can be sent to him at &#039;&#039;Tom Shriver, Greywater, North Fens, Bregasland&#039;&#039;}}&lt;br /&gt;
There is still potentially talk of a treaty, but so far the Senate has provided no assurances to the Steward of Bregasland. The rough details of what Mathilda wants are no secret; she speaks of them regularly in Bregasland. Any treaty with the Fishers would need to create an independent nation of Bregasland with the Empire and the Jotun both respecting the borders of the territory. The [[Strong Reeds]] would need to withdraw from the territory, and the Jotun would remove their armies in turn. Any Imperial citizens living in Bregasland would be allowed to leave should they wish. Trade between the Empire and the Free Nation of Bregas would be discussed at a future date but would be possible. The Fishers of Bregasland would no longer support the armies of the Jotun and all thralls in Bregasland (of which there are apparently none anyway) would be freed. The taking of thralls in the territory of Bregasland would be outlawed.&lt;br /&gt;
&lt;br /&gt;
==Trade and Tariffs==&lt;br /&gt;
*&#039;&#039;&#039;Last season the Senate voted to amend the tariffs on Faraden, Otkodov and the Iron Confederacy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All ministries that involve purchasing goods from a a nation with a free trade tariffs by the Senate have an additional purchase rank&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Free trade tariffs cause a small loss of taxation to the Imperial treasury&#039;&#039;&#039;&lt;br /&gt;
Last season the [[Imperial Senate]] voted to amend the [[tariffs]] applied to three foreign nations. The Senator for Karsk raised a motion to [[384YE_Autumn_Equinox_Senate_sessions#Ratify_Faraden_Treaty|ratify a treaty]] prepared by the Ambassador to Faraden to remove sanctions from the [[Faraden]] and amend the position of [[Overseer of the Gloaming Road]] to be an Imperial title.&lt;br /&gt;
&lt;br /&gt;
The Senator for Reikos and the Senator for Volodmartz both raised [[384YE_Autumn_Equinox_Senate_sessions#Amend_Trade_with_the_Thule|motions]] to [[384YE_Autumn_Equinox_Senate_sessions#Amend_Trade_with_the_Thule_II|amend]] trade with the Thule, first to remove sanctions then to move them to free trade as reparation for the [[Light_upon_the_water|damage]] inflicted by [[Thunderous Deluge]]. The Senator for Miekarova raised a motion to [[384YE_Autumn_Equinox_Senate_sessions#Ratify_treaty_with_the_Iron_Confederacy|ratify a treaty]] prepared by the Ambassador to the Iron Confederacy to instruct magistrates to co-operate with Suranni knights of the temples in tracking down the Hand of Dumon in exchange for the Iron Confederacy removing their embargo on Imperial goods and instead applying sanctions.&lt;br /&gt;
&lt;br /&gt;
All ministries that involve purchasing goods from nations that have free trade with the Empire have access to an additional purchase track for as long as the tariff applies.&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=We_are_never_ever_getting_back_together&amp;diff=99569</id>
		<title>We are never ever getting back together</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=We_are_never_ever_getting_back_together&amp;diff=99569"/>
		<updated>2023-04-18T20:31:12Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:384YE Winter]][[Category:Recent History]][[Category:Trade Winds]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;I mean, when you get right down to it, Asavea and Jarm are a long way away. What can they even do about this?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Roderegio thought he was being rhetorical, but Vienetta di Sarvos had had enough. Of his company, this meal, and this assignation. She wondered what she&#039;d ever seen in this idiot. How could she ever have thought &#039;&#039;this man&#039;&#039; would be a good match for her? She savoured a mouthful of admittedly reasonably adequate pilf, and then carefully put her fork down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What can they even do?&amp;quot; she mimicked Roderegio&#039;s voice, tone light but words sharpened. &amp;quot;I don&#039;t know. Let&#039;s think about it. Jarm is basically what you&#039;d get if you took the Conclave and gave it complete control of the Bourse, the Military Council, and the Imperial Treasury, without any pesky Synod in the way talking about virtue or wringing it&#039;s hand about what the little people will think. A nation where wizards are in charge, without a thresher or a vate in sight to say &#039;steady on&#039;. Up until now they&#039;ve mostly been worried about the upcoming war with our good friends the Commonwealth, but we&#039;ve just reached halfway across the known world and smashed the international slave trade. I imagine if I had all the resources of the Senate and the Conclave, I might be able to spare some of it to send - say - a dozen magicians on a boat with a bucket of mana. They don&#039;t even need to come to the Empire - they can just stop off with their Grendel friends and cast a few little enchantments over their armies or their castles.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well,sure, but really when-&amp;quot; She didn&#039;t give him a chance to interrupt, and he nearly choked on a mouthful of steamed ham.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asavea? Now surely we don&#039;t need to worry about Asavea? A toothless old nation with a bickering Plenum far to the west, constantly entangled with our good friends the Sumaah Republic? I mean sure, that Plenum has effectively complete control of their military, and is entirely supported by the equivalent of their Synod, and believes that they have literal &#039;&#039;gods&#039;&#039; on their side, and have been playing underhanded political games at home and abroad since before the Dawnish arrived on the Bay of Catazaar, and have forgotten more about building warships than we currently know? Sure, why should we worry about them? It&#039;s not as if they share our ability to pay their enterprising ship captains to sail halfway round the Known World to come raid our shipping, or help our enemies, or just sell them cheap materials so they can build bigger armies, is it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, of course, I mean if you want to get all &#039;&#039;speculative&#039;&#039; about it,&amp;quot; Roderegio snorted. &amp;quot;But if we leave all that aside, yeah, if we leave all that aside... what can they even do about all this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She stared at his stupid red face for a full thirty seconds, then dabbed her mouth with her napkin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, if you leave all &#039;&#039;that&#039;&#039; aside, all those things I just came up with off the top of my head after ten seconds of thought, then no. They can&#039;t do anything and we have absolutely nothing at all to worry about.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Roderegio allowed a broad grin to occupy his face, and took a self-satisfied gulp of his wine. Vienetta caught the eye of her &#039;&#039;cicisbeo&#039;&#039;, raised her finger to attract the waiter, and favoured her dinner companion with a broad smile of her own in preparation for explaining to him why they would &#039;&#039;not&#039;&#039; be seeing each other again after tonight and what might happen if they did.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Kahjiit has wares.jpg|caption=The world has wares, if you have coin.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Post-Rachensgrab World==&lt;br /&gt;
*&#039;&#039;&#039;The Fleet Admiral was Abel of Zenith Ascendant of Urizen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The international slave trade has been utterly shattered by the actions of the Liberty Pact&#039;&#039;&#039;&lt;br /&gt;
As the Imperials who ventured to Rachensgrab return home from the [[Burning|raid]] rumours start to spread from those who still have contacts in Nemoria, Kavor, Vezak, and Rigia. The raid has sent shockwaves careening through Asavean and Jarmish society. After Chalonsio, the two great powers must have realised something was coming but they could not have been prepared for the &#039;&#039;speed&#039;&#039; with which the Empire moved to topple the Slave Lords. Entire merchant families have been ruined, their investment in human and orc misery disappearing like morning mist. Magicians and covens who had existing deals with the now destroyed [[Ephisis#Pharam_Vex.2C_Voivode_of_Chains|Pharam Vex]] have lost everything. The two nations are scrabbling to work out what they do now, with the steady supply of exploitation that they had relied on cut off at the source. There are rumblings from both the Plenum and the House of Princes that this is a perfect demonstration of how dangerous the Empire is... but for now the Empire and their allies are free to celebrate their triumph. They have, without a doubt, made the world a slightly less dreadful place for an awful lot of people both in the present, and in the future.&lt;br /&gt;
===Legitimate Salvage===&lt;br /&gt;
*&#039;&#039;&#039;Abel of Zenith Ascendant will have the deeds to ten fleets and two ritual texts at the upcoming summit&#039;&#039;&#039;&lt;br /&gt;
Two ritual texts and ten fleets were acquired as loot in addition to the weapons, foci, wains, crowns, and [[Vis#Warm_Ashes|Autumn vis]] from Rachensgrab. The ten fleets are waiting in the docks of [[Sarvos]] being made fit to sail by the &#039;&#039;Sarvos Shipwrights Syndicate&#039;&#039;. Though none of them have suffered massive damage all of the ships were due for some repairs. Anyone that provides the deed to the civil service (&#039;&#039;&#039;OOC note:&#039;&#039;&#039; please take to GOD) will be able to swap their [[Resource#Personal_Resource|personal resource]] free of charge.&lt;br /&gt;
&lt;br /&gt;
==The Liberty Pact==&lt;br /&gt;
*&#039;&#039;&#039;All members of the Liberty Pact enjoy free trade with each other&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Ambassador to the Commonwealth]] is Lucia Sanguineo Rezia di Tassato of the League&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Ambassador to the Sumaah Republic]] is Accalon of Felix&#039;s Watch of Highguard&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Ambassador to Axos]] is currently Tarquinius Ankarien of Urizen&#039;&#039;&#039;&lt;br /&gt;
The might of the signatory nations of the [[Voice_of_Liberty#Liberty_Pact|Liberty Pact]] was made manifest with the utter shattering of the international slave trade in [[Burning|Rachensgrab]]. The previous season, in [[Mosaic|Chalonsio]], the Empire, the Sumaah, and the Commonwealth demonstrated their commitment to ending the abhorrent practice of slavery. Closer to home the Empire has secured significant change in both [[Thule]] and [[Faraden]] society. There is talk that the [[Iron Confederacy]] may be moving towards a serf system following pressure from their neighbours to the north (although some question whether this is really any different to slavery when one gets right down to it). Clearly the might of the Liberty Pact is in its ascendancy. &lt;br /&gt;
&lt;br /&gt;
But what comes next? In the wake of Chalonsio, the Sumaah are keen to strike directly at their old enemies in Nemoria. The Commonwealth are busy accomodating thousands of people freed from the markets of Rachensgrab, but they are also increasing pressure in [[A_force_to_be_reckoned_with#The_Lantir_Question|Lantir]]. While the Citadels of Axos are thriving, they have time to consider their own ambitions which might not align entirely with their larger neighbours. Asavea and Jarm have not renounced slavery; the evil still exists in the world. Yet there is a world of difference between smashing an independent organisation such as the Slave Lords - no matter how influential they might be - and facing the might of another great power the equal of the Empire.&lt;br /&gt;
===Commonwealth Rituals===&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth has provided five ritual texts to the Imperial Conclave&#039;&#039;&#039;&lt;br /&gt;
As per their previous agreement, the Commonwealth has prepared ritual texts for the Imperial Conclave. As requested in the [[declaration]] of [[endowment]]  [[384YE_Summer_Solstice_Conclave_sessions#Endownment_:_Commonwealth_Rituals|raised by]] &#039;&#039;&#039;Skywise Gralka&#039;&#039;&#039; during the Summer Solstice, they will be presented to the [[grandmaster|grandmasters]] of the [[Rod and Shield]], [[Unfettered Mind]], [[Celestial Arch]], and [[Golden Pyramid]] at the start of the [[Conclave session]] on Friday evening. &lt;br /&gt;
===Axou Narcotics===&lt;br /&gt;
*&#039;&#039;&#039;The Axou of the Tunnels of Kaban are slowly working to reclaim their citadel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There is an increased trade in narcotics from Axos to the Empire&#039;&#039;&#039;&lt;br /&gt;
More and more narcotics are making their way over the border to the Empire, to be sampled by those who make the journey to Anvil. The Assembly of Nine directed the [[Silent Bell (Sodality)|Silent Bell]] to [[384YE_Autumn_Equinox_Synod_judgements#Judgement_163|investigate the distribution of Axou narcotics throughout the Empire and their effects on Imperial citizens]] and that full report will be made available to the Assembly of Nine at the upcoming summit.&lt;br /&gt;
==The Freedom Accord==&lt;br /&gt;
*&#039;&#039;&#039;The Asavean Plenum declared war on the Empire during the Autumn Equinox 384YE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Imperial Senate has embargoed the Principalities of Jarm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Principalities of Jarm have severed ties with the Empire&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Ambassador to Asavea]] is Pakt of the Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Ambassador to Jarm]] is currently Gelert Ashborn of Navarr&#039;&#039;&#039;&lt;br /&gt;
Beyond a report on the Temple of the Noble Virtues there has been precious little news from the [[Asavean Archipelago]]. No merchants come to offer their wares in [[Sarvos#Asavean_Embassy|Sarvos]], nor have ships come to check if the [[Overseer of the Cavabianca Dock]] has any orders. Any fleet captains who might for some reason try to trade in Nemoria are harried as they withdraw by ships crewed by mercenaries, apparently eager to earn bonuses from the deep pockets of the wealthy Plenum.&lt;br /&gt;
&lt;br /&gt;
The Principalities of Jarm are very dangerous for anyone who has previously championed the Empire as a worthy ally. The rumours of escalation in Lantir, and the clear and present threat of that the Commonwealth represents to the south.&lt;br /&gt;
===Asavean Heretics===&lt;br /&gt;
The recently renovated &#039;&#039;&#039;Temple of the Noble Virtues&#039;&#039;&#039; has fallen upon hard times in Nemoria in response to Imperial involvement in the raids on [[Mosaic|Chalonsio]] and [[Burning|Rachensgrab]], and Asavea&#039;s decision to declare war on the Empire. The would-be &#039;First Priest of Virtue&#039; &#039;&#039;Portilium Traposdo&#039;&#039; has been publicly humiliated and shamed, effectively marked as a traitor for his association with the &#039;warlike, disruptive faith&#039; of the enemy. Indeed, he has had to sell one of the immense gold and bronze idols that represented the Virtues: the one representing Prosperity - to one of the Grendel who reside permanently in Nemoria.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Grendel Countdown Crab 5.png|caption=The Grendel [[Ratify treaty with the Grendel Autumn 383YE|treaty]] ends after the Autumn Equinox 385YE, but is due to be renegotiated in Spring of that year.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grendel==&lt;br /&gt;
*&#039;&#039;&#039;The Empire has placed sanctions on trade with the Grendel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The position of [[Ambassador to the Grendel]] is currently vacant&#039;&#039;&#039;&lt;br /&gt;
The [[Construct Grendel Embassy|construction]] of the Grendel embassy has finally been completed. The position of [[Ambassador to the Grendel]] will be appointed at the second Senate session of the upcoming Winter Solstice. Some enterprising Freeborn have a [[Drums_beat_in_my_head|cunning plan]] to steal the [[Scorrero Nets]] from under the nose of Governor Rahab, and there are known to be a group of [[Gorgeous#Questioners_of_Attar|Grendel priests visiting Anvil]].&lt;br /&gt;
&lt;br /&gt;
The peace treaty with the Grendel is due to be renegotiated during the Spring Equinox. Over the past year the Imperial citizens and [[orc|orcs]] of the Broken Shore have engaged in multiple trade deals - primarily with Salt Lord Kaliact of Spiral which have apparently resulted in Prosperity all round.&lt;br /&gt;
&lt;br /&gt;
===Private Negotiations===&lt;br /&gt;
*&#039;&#039;&#039;Salt Lord Kaliact of Spiral has requested a meeting between her representatives and a number of Imperial citizens this summit.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Speaker Curstag and party will arrive at Anvil around 12:30 on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is a very specific group of people they wish to meet with&#039;&#039;&#039;&lt;br /&gt;
As the Winter Solstice approaches, messengers from [[Spiral]] arrive at Anvil to request a meeting be arranged. Salt Lord Kaliact is sending her trusted negotiator, &#039;&#039;Speaker Curstag&#039;&#039; and her advisors, to Anvil to discuss &amp;quot;matters related to the peace treaty, and it&#039;s upcoming renegotiation.&amp;quot; When pressed for more, the messengers say that this is all they were told. What they do have, is a list of people who are to be invited to the meeting. The list appears a little esoteric, in part due to the fact that there is currently no [[Ambassador to the Grendel]], although this position is due to be elected this season.&lt;br /&gt;
&lt;br /&gt;
Where the meeting is to be hosted is a matter for the Empire to decide, apparently, although the messengers suggest that the Urizen encampment will be most familiar to the attendees. Speaker Curstag and their party will arrive at the gates of Anvil around 12:30 on Saturday.&lt;br /&gt;
&lt;br /&gt;
The following Imperial citizens are invited to attend the negotiations:&lt;br /&gt;
*&#039;&#039;&#039;Valerius&#039;&#039;&#039; in their position as the [[Spiral Envoy]] and with their responsibilities to ensure good trade relations with the Grendel in Spiral.&lt;br /&gt;
*&#039;&#039;&#039;Sejanus&#039;&#039;&#039; in their position as the [[Redoubt|Senator for Redoubt]]&lt;br /&gt;
*&#039;&#039;&#039;Esteban i Del Rio Blanco i Guerra&#039;&#039;&#039; as the former [[Imperial Fleet Master]] whose audacity inspired the Grendel to open negotiations&lt;br /&gt;
*&#039;&#039;&#039;Ezro i Alvera i Erigo&#039;&#039;&#039; as the current Imperial Fleet Master who until recently held authority to negotiate on behalf of the Empire&lt;br /&gt;
*&#039;&#039;&#039;Andronikos of the Lighthouse at Nikephoros&#039;&#039;&#039;, and whichever trusted friend he chooses to bring with him&lt;br /&gt;
&lt;br /&gt;
===Visiting Armada===&lt;br /&gt;
*&#039;&#039;&#039;At least one of the Grendel navies is currently off the coast of Necropolis&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Many of their sailors have been visiting the hostelries and taverns of the territory&#039;&#039;&#039;&lt;br /&gt;
There was some panic when the first sailors of the Grendel first arrived in [[Necropolis]] a month after the Autumn Equinox. Clearly this wasn&#039;t any kind of invasion, &#039;&#039;but what if it was&#039;&#039;? As the days turned into weeks and the Grendel remained in Necropolis it became clear that at least one of their [[Imperial navy|navies]] was anchored off the coast of the territory. The navies are far away enough to ensure they are not breaching any borders though not far away enough to not be affected by a [[Foam and Spittle of the Furious Sea|ritual]] targeting the territory.&lt;br /&gt;
&lt;br /&gt;
The [[business]] owners of Necropolis are unsure what to do about their newest guests. Should they be welcomed and catered to? Coin is coin after all, even if comes from a Grendel. And the Imperial Senate did agree to a peace treaty with the orcs of the Broken Shore, even if they have just enacted sanctions on them. There are still some who are unsure though, and ask the National Assembly of Highguard to make a Statement of Principle on the matter.&lt;br /&gt;
&lt;br /&gt;
If the statement is in favour of trading with the Grendel then every owner of a business based in Necropolis will receive additional income before the Spring Equinox. If the statement is not in favour of trading with the Grendel, or no statement is raised, then the Highborn will continue to keep the visitors at arms length which will lead to them seeking greener pastures elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Sarcophan Delves==&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan Delves remain interested in securing for themselves the free trade enjoyed by the signatories to the Liberty Pact&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The [[Ambassador to the Sarcophan Delves]] is Thalia of Netherwatch of Urizen&#039;&#039;&#039;&lt;br /&gt;
Visiting traders [[Sarcophan Delves]] continue to eagerly ply their goods to merchants, though with so many other nations receiving preferential treatment in Imperial ports their enthusiasm is beginning to wane. The offer of [[The_sweetest_of_songs#Ports_Galore|opening a new port]] to Imperial fleet captains in return for free trade however is still very much on the table, and &#039;&#039;Bedelaar Huisbaas Annike&#039;&#039; awaits word on a treaty from the Ambassador to the Sarcophan Delves.&lt;br /&gt;
===The Vandersaar Opportunity===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 500px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Alivetti Market&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type: &#039;&#039;&#039;[[Ministry]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, 20 crowns, three months to complete&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the position of Trademaster of Alivetti Market who could purchase measures and ingots&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Vandersaar are willing to sell ingots and measures as part of a new Alivetti Market&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Alivetti Market would require a commission, 10 wains of weirwood, 20 crowns, and take three months to construct&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Commissioning the market could be done as part of a wider treaty with the Sarcophan Delves&#039;&#039;&#039;&lt;br /&gt;
The Vandersaar have offered to sell a variety of &amp;quot;common materials&amp;quot; to the Empire. The offer has been apparently made in response to a previous request from former Ambassador &#039;&#039;&#039;Thanmir Hrafnar&#039;&#039;&#039;. The Empire would need to appoint a representative, &#039;&#039;Trademaster of Alivetti Market&#039;&#039; perhaps, to oversee the traders of the League who might wish to purchase from the Vandersaar merchants who operate the market. The Trademaster would of course have access to &amp;quot;premium rates&amp;quot; in recognition of their hard work.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;Alivetti Market&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;12 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 random ingots and measures&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;31 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;33 random ingots and measures&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;50 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 random ingots and measures&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Vandersaar have marked out an area they believe would be most suitable for the market. There is an old, forgotten villa with a personal dock which is sadly falling apart. If the Empire were to provide ten wains of weirwood the Vandersaar would be able to repair the damage to the docks and expand them slightly, allowing a private berth for Imperial merchants wishing to visit the market and purchase goods.&lt;br /&gt;
&lt;br /&gt;
===The Gjullit Proposal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;Gjullit Docks&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;255 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 wains of weirwood&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;555 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14 wains of weirwood&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;875 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21 wains of weirwood&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Gjullit family have made an offer to sell regular supplies of weirwood to the Empire&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Altering the Pallas Docks in Cargo would require a commission, 60 crowns, and take three months to complete&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Building new docks elsewhere would require a new commission, 15 wains of white granite, 15 wains of weirwood, and 60 crowns and take three months to complete&#039;&#039;&#039;&lt;br /&gt;
The Gjullit family are beginning to secure in their place at the great table of Sarcophan politics. They have managed to arrange other buyers for the weirwood and white granite they [[The_mathematics_of_tears#The_Gjullit_Opportunity|previously offered]] the Empire, and invest the resultant funds. Now they have approached the Empire with another deal; they have managed to acquire a steady supply of weirwood and are prepared to offer it to the Imperial Senate for first refusal before taking the wains elsewhere.&lt;br /&gt;
&lt;br /&gt;
They aren&#039;t offering a bulk order of weirwood - rather they are prepared to commit to delivering a regular supply. Perhaps most enticingly, the Senate won&#039;t necessarily need to construct an entirely new dock for the family to use. A representative of the Gjullit has visited the [[Prime_Factor_of_the_Pallas_Docks#Pallas_Docks|Pallas Docks]] in [[Redoubt#Cargo|Cargo]] and suggests that with some renovations to allow the superior Sarcophan vessels to dock they would be able to use it to deliver wains of weirwood to the city every season. This would require a Senate motion to [[Commission#Altering_an_Existing_Commission|alter the existing commission]], costing the Imperial Treasury 60 crowns but would require significantly less than constructing an entirely new dock. They suggest it be renamed the &#039;&#039;Gjullet Docks&#039;&#039; in the process. &lt;br /&gt;
&lt;br /&gt;
Alternatively, the Imperial Senate could construct an entirely new set of docks anywhere along the [[Bay of Catazar]]. The Gjullit suggests that if [[the Brass Coast]] are looking to begin constructing a navy (as the construction of the [[Construct Zemress Naval Academy|School of Blood and Brass]] would suggest) then it might be the ideal place secure a steady income of weirwood. Construction would require a commission, 15 wains of white granite, 15 wains of weirwood, 60 crowns, and take three months.&lt;br /&gt;
&lt;br /&gt;
Either option would need to be overseen by someone, &#039;&#039;Trademaster of the Gjullit Docks&#039;&#039; perhaps, which would need to be elected through the [[Imperial Bourse]] but could be done via [[Auction of the Seats]] or [[Tally of the Votes]] as the Senate saw fit.&lt;br /&gt;
&lt;br /&gt;
There is some question about where this bounty of weirwood is coming from; but the Gjullit laughingly refuse to reveal their sources. The last thing they want is the Empire cutting them out of the loop and making their own deal with the people who have the weirwood - where would the Prosperity in that be?&lt;br /&gt;
&lt;br /&gt;
==Knights in Anvil==&lt;br /&gt;
*&#039;&#039;&#039;The Iron Confederacy have removed their embargo but still have sanctions on Imperial trade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Three Suranni Lawkeeper knights are visiting Anvil to talk to the militia&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;They are expected to arrive in Anvil at 22:30 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The [[Ambassador to the Iron Confederacy]] is currently Lord Colwynn de Rondell of Dawn&#039;&#039;&#039;&lt;br /&gt;
As part of the [[#Free_Trade.2C_Sanctions.2C_and_Mercantilism|treaty]] agreed with the Iron Confederacy the port of [[Iron_Confederacy_ports#Robec|Robec]] is once again open to Imperial fleets. The other part of the treaty is a direction for the magistrates and local militia to work alongside Suranni knights to seek out members of the Hand of Dumon. Three Lawkeeper knights sworn to uphold the laws of [[Suranni_pantheon#Arav_the_Judge.2C_Maiden_of_Silence|Arav the Judge]] are intending to visit Anvil. &#039;&#039;Jeannette Marian&#039;&#039; and her companions are expecting to arrive at around half past ten on the first night of the summit, and will be journeying first to the militia tent to talk to their counterparts. The knights are not affiliated with any house of the Iron Confederacy, instead having pledged their lives to uphold Suranni law without favour to any one faction.&lt;br /&gt;
&lt;br /&gt;
==Free Nation of Bregas==&lt;br /&gt;
*&#039;&#039;&#039;During the Autumn Equinox Mathilda Fisher journeyed to Anvil and met with the Imperial Consul&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mathilda Fisher maintains control over Bregasland&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Imperial Consul]] is Jarrigk Orzel of Dawn&#039;&#039;&#039;&lt;br /&gt;
The Steward of Bregasland Mathilda Fisher and Harald Longaxe, representative of Gudmundur Arason, met with Jarrigk Orzel, the [[Imperial Consul]]; Bridget Talbot, the [[Imperial Administrator]]; Avisena i Kharizmi i Guerra, the [[Segura|Senator for Segura]]; and Orrick the former [[Bregasland|Senator for Bregasland]]. During the meeting an unknown Marcher jumped the barrier to the viewing gallery in an attempt to assassinate Fisher.&lt;br /&gt;
{{WingedMessenger|address=Tom Shriver is open to communication. A [[Call Winged Messenger|Winged Messenger]] can be sent to him at &#039;&#039;Tom Shriver, Greywater, North Fens, Bregasland&#039;&#039;}}&lt;br /&gt;
There is still potentially talk of a treaty, but so far the Senate has provided no assurances to the Steward of Bregasland. The rough details of what Mathilda wants are no secret; she speaks of them regularly in Bregasland. Any treaty with the Fishers would need to create an independent nation of Bregasland with the Empire and the Jotun both respecting the borders of the territory. The [[Strong Reeds]] would need to withdraw from the territory, and the Jotun would remove their armies in turn. Any Imperial citizens living in Bregasland would be allowed to leave should they wish. Trade between the Empire and the Free Nation of Bregas would be discussed at a future date but would be possible. The Fishers of Bregasland would no longer support the armies of the Jotun and all thralls in Bregasland (of which there are apparently none anyway) would be freed. The taking of thralls in the territory of Bregasland would be outlawed.&lt;br /&gt;
&lt;br /&gt;
==Trade and Tariffs==&lt;br /&gt;
*&#039;&#039;&#039;Last season the Senate voted to amend the tariffs on Faraden, Otkodov and the Iron Confederacy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All ministries that involve purchasing goods from a a nation with a free trade tariffs by the Senate have an additional purchase rank&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Free trade tariffs cause a small loss of taxation to the Imperial treasury&#039;&#039;&#039;&lt;br /&gt;
Last season the [[Imperial Senate]] voted to amend the [[tariffs]] applied to three foreign nations. The Senator for Karsk raised a motion to [[384YE_Autumn_Equinox_Senate_sessions#Ratify_Faraden_Treaty|ratify a treaty]] prepared by the Ambassador to Faraden to remove sanctions from the [[Faraden]] and amend the position of [[Overseer of the Gloaming Road]] to be an Imperial title.&lt;br /&gt;
&lt;br /&gt;
The Senator for Reikos and the Senator for Volodmartz both raised [[384YE_Autumn_Equinox_Senate_sessions#Amend_Trade_with_the_Thule|motions]] to [[384YE_Autumn_Equinox_Senate_sessions#Amend_Trade_with_the_Thule_II|amend]] trade with the Thule, first to remove sanctions then to move them to free trade as reparation for the [[Light_upon_the_water|damage]] inflicted by [[Thunderous Deluge]]. The Senator for Miekarova raised a motion to [[384YE_Autumn_Equinox_Senate_sessions#Ratify_treaty_with_the_Iron_Confederacy|ratify a treaty]] prepared by the Ambassador to the Iron Confederacy to instruct magistrates to co-operate with Suranni knights of the temples in tracking down the Hand of Dumon in exchange for the Iron Confederacy removing their embargo on Imperial goods and instead applying sanctions.&lt;br /&gt;
&lt;br /&gt;
All ministries that involve purchasing goods from nations that have free trade with the Empire have access to an additional purchase track for as long as the tariff applies.&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=At_the_dog_and_eel_show&amp;diff=98931</id>
		<title>At the dog and eel show</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=At_the_dog_and_eel_show&amp;diff=98931"/>
		<updated>2023-04-09T23:22:06Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:384YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Lindir wasn&#039;t used to being the centre of attention. When she stopped at the &#039;&#039;Dog &amp;amp; Eel&#039;&#039; she&#039;d expected a good meal, a comfortable bed, and maybe a relaxing evening of stories and songs around a welcoming hearth. Instead she found herself talking to an entire taproom full of interested Marchers about the distant peaks of Urizen. She still had no idea why they were so fascinated. The inkeeper had asked where she&#039;d come from and when she&#039;d mentioned Zenith there&#039;d been a notable upsurge in interest. The taproom wasn&#039;t exactly full, but they were sending people out to get more farmers to come listen to her talk. She half regretted mentioning Zenith at all, but whenever her throat started to dry up someone would press a mug of sweet water into her hands and ask another question. &lt;br /&gt;
&lt;br /&gt;
They were asking a lot of questions she just didn&#039;t know the answer to. Technical questions about dirt, water, rainfall, and the like. At least when they asked about roads she was on firmer ground, so to speak. One group, all with pewter badger badges on their shapeless felt caps, were especially interested in the roads. How fit for purpose were they? Would it be quicker to go through Highguard or Therunin if, say, you had a cargo that needed to get to its destination before it went off.&lt;br /&gt;
&lt;br /&gt;
The most peculiar questions were coming from a pair of fellow travellers. Still Marchers, but clearly not local. Also clearly related - a stout merrow woman and her whip-thin son. The young man showed no signs of lineage, but his questions were just as probing and carefully phrased as those of his mother. A casual comment lead her to believe they were Bregas - refugees from the Jotun-conquered fens to the west. They were &#039;&#039;very&#039;&#039; interested in the little Druj beasties she&#039;d mentioned were now infesting the marshes and lakes of Zenith.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t know what more I can tell you,&amp;quot; she said a little helplessly. &amp;quot;They&#039;re poisonous critters with hateful, beady little eyes. They&#039;re like the octopuses of the Bay of Catazar only they can survive out of water for a while and I think I heard someone say they drank blood. Enough of them mob you and you end up paralysed or dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A shudder went through the assembled crowd. The young man frowned.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait on now.&amp;quot; he said. &amp;quot;They leave you paralysed or dead, aye? So are these buggers poisonous, or are they venomous?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindir spread her hands, answering the young man&#039;s frown with one of her own.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Does it matter?&amp;quot; She said, a little exasperated. &amp;quot;Venomous? Poisonous? The important thing is that they&#039;re nasty little things that swim in packs and they aren&#039;t afraid of jumping out of the water at your face if you get too close.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It matters,&amp;quot; interrupted the merrow woman. There was some nodding  from some of the other Marchers. &amp;quot;It matters cause &#039;&#039;poisonous&#039;&#039; means they&#039;re tainted through and through but &#039;&#039;venomous&#039;&#039; means they have venom, but as long as you&#039;re careful you can cut out any sacs or reservoirs or what not. I&#039;d have expected a Navarr of all people to know t&#039;difference.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There was some guffawing, and Lindir bridled slightly at the implications, but before she could retort the young man leant forward.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;T&#039;important thing is that poisonous vermin ain&#039;t worth nothing but nailin&#039; up as a warning,&amp;quot; he said as if explaining something simple to a child. &amp;quot;But if they&#039;re just venomous, then you can eat &#039;em. And if you can eat &#039;em, you can farm &#039;em, hateful beady eyes or no. And if you can farm &#039;em... then I&#039;m willin&#039; to bet Freedom&#039;s Price that what works on eels will work on octopuses. You &#039;ad me curiosity, but &#039;&#039;now&#039;&#039; you &#039;ave me attention!&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Breadbaskets.jpg|align=left|caption=Enjoy the fruits of your labour today; no one knows what the morrow holds.|width=700}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
For the best part of two years the [[The_Marches_economic_interests#The_Imperial_Breadbasket|Marcher Breadbasket]] has supported the [[Citadel Guard|Urizen army]], providing the vital supplies they need to keep their [[sentinel|sentinels]] equipped and fed. None have begrudged them, there&#039;s an abiding respect for folks willing to fight to defend their own, and besides... that is what the Basket is for. Now though, with [[Urizen]] mostly whole again, the pressing need is gone and so folks are hoping to start putting a few stores of their own down. Now&#039;s the time every [[farm]] in the Marchers ought to be planning for the year ahead.&lt;br /&gt;
&lt;br /&gt;
So there&#039;s a few pursed lips when word comes from the [[monk|monks]] and [[friar|friars]] that the [[National Assembly]] is calling on Marchers to dig a bit deeper and do what they can to help the folk of Zenith get themselves back on their feet. It&#039;s a fine show of [[Prosperity]] to help your neighbour, but it&#039;s still asking a lot. And while that&#039;s being digested there&#039;s a call to the [[beater|beaters]] to take to the hills and woods and watch the borders. Sound advice, given the [[Jotun]] are out in force in [[Bregasland]] and massing in [[Liathaven]]. Last time they did that... the [[Mournwold|Mourn]] fell. There&#039;s more than a few folk saying that if the beaters are all that is holding the Jotun back, then maybe it&#039;s time Marchers did something for Marchers for a change. &lt;br /&gt;
&lt;br /&gt;
Whatever&#039;s done, though, everyone agrees, it&#039;s best it&#039;s done together. No field gets ploughed if everyone&#039;s pulling in a different direction. This is [[Yeoman of the Marches|yeoman]] business, so it&#039;ll be down to the yeoman to decide what to do. They&#039;d best make a decision quick, because something proper odd is happening with the thralls in the Mournwold. Someone, something, has stirred them up like a bear in a bees nest. It might be owt or it might be nowt, but but getting the question of what to do with the coming year out of the way before whatever&#039;s going on there becomes a problem... that&#039;s only common sense. &lt;br /&gt;
{{SOP|statement= In the interests of Prosperity, the Marcher national assembly encourages those Marcher farmers who are able to assist in re-establishing agriculture in Zenith once it is recaptured. The Marchers know a thing or two about farming cursed land, and that hard won knowledge should be Prosperously shared.|by=Edward Greenfriar|vote=Greater Majority 120-0|when=Summer Solstice 384YE}}&lt;br /&gt;
{{SOP|statement=Beaters of the Marches! This season the protection of our lands falls to you, as has been the way for as long as beaters have beaten! Our armies defend the lands of our neighbours and do for Zenith as they did for Mournwold. Vigilance will be your greatest ally, to keep you safe as you keep our borders safe - keen eyes, sharp wits, and sharper blades: eyes out, knives out, look twice, shoot once!|by=Bryce Tanner|vote=Greater Majority 112-0|when=Autumn Equinox 384YE}}&lt;br /&gt;
{{SOP|statement=The expression of discontent is not unvirtuous. It cannot be assumed that people are acting from the false virtues of hate or vengeance because they have acted in line with tradition.|by=Sister Meredith|vote=Greater Majority 112-0|when=Autumn Equinox 384YE}}&lt;br /&gt;
&lt;br /&gt;
==Pride, Vigilance, and Prosperity==&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher with a farm personal resource may vote in a special Tally of the Votes on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The outcome of the vote will determine which opportunity the yeofolk embrace&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, &#039;&#039;&#039;Edward Greenfriar&#039;&#039;&#039; urged the farmers of the Marches to help the people of Zenith, once the territory was recaptured. Zenith is now fully part of Urizen again, and facing [[Write_your_own_ending|some significant problems]]. Yet the Marches have problems of their own in Bregasland so perhaps now isn&#039;t the best time for them to be looking to the far east of the Empire? Or maybe.. it&#039;s the perfect time. Nothing in the statement says the Marches have to give things away for free, and it specifically mentions vigilance. More recently, Bryce Tanner urged folk to look closer to home - to protect the bounds of the Marches against the threat of invasion. Finally, Sister Meredith reminded everyone that &amp;quot;the expression of discontent is not unvirtuous&#039;&#039;, and that&#039;s also got people thinking about whether it might be time to think about tradition.&lt;br /&gt;
&lt;br /&gt;
Rather than generate a [[mandate]] as might be expected, these statements of principle have stirred a certain stubborn garrulousness among the yeofolk of the Marches. Sister Meredith mentioned hatred and vengeance in her statement, but there&#039;s a stubborn streak of independence in the Marchers that outsiders might see as ploughing a little close to another of the [[malign spiritual presences#Anarchy|darker spiritual forces]]. They are stubbornly independent, and they are never &#039;&#039;ruled&#039;&#039;. The yeomen also have a lot of sway - the farm is the source of most political power in the Marches.&lt;br /&gt;
&lt;br /&gt;
With that in mind, there&#039;s a strong undercurrent that rather than wait for the Marcher assembly to tell them what to do, the yeofolk should make their &#039;&#039;own&#039;&#039; decisions. With the support of the [[alderman|aldermen]] of [[Mitwold#Meade|Meade]] and [[Mournwold#Sarcombe|Sarcombe]] in particular, the civil service have been asked to conduct a [[tally of the Votes|tally of the votes]]. During the Winter Solstice, the yeomen will vote as to which of the three paths ahead of them they will take.&lt;br /&gt;
&lt;br /&gt;
They could &#039;&#039;Feed the Wizards&#039;&#039;, and throw their support behind the people of Urizen as they rebuild Zenith. They could &#039;&#039;Beat the Bounds&#039;&#039;, and throw their weight behind the beaters and soldiers of the Marches against a possible Jotun attack, or they could &#039;&#039;Tend the Hearth&#039;&#039; and focus on securing prosperity for their own families and households. The National Assembly can of course offer guidance, but the final decision rests with the yeofolk. Whatever is decided at Anvil will shape the fortunes of Marcher landowners for the coming year.&lt;br /&gt;
&lt;br /&gt;
On Saturday, the yeomen of the Marches will be able to make a decision about what they think the best course of action will be. The Civil Service will conduct a tally of the votes, allowing any marcher with a farm to vote, following the usual rules. There are three options on the table.&lt;br /&gt;
&lt;br /&gt;
===Feed the Wizards===&lt;br /&gt;
* &#039;&#039;&#039;The yeofolk of the Marches could help the people of Zenith as they reclaim their homes&#039;&#039;&#039;&lt;br /&gt;
If this is the decision of the yeofolk, then for the next year every farm in the Marches will support the people of Zenith as they rebuild their ruined territory. This is not simply a matter of food, the Marchers farms could supply seed for planting, livestock to establish new herds and cuttings from the best fruit trees. Each [[farm]] will receive an additional mana crystal during this time - representing payment  from the grateful Urizeni in recognition of their aid.&lt;br /&gt;
&lt;br /&gt;
After a year, whatever else is happening in Zenith there will be sufficient new farms and farmers established with the support of the Marches that the Urizen will be able to support the Citadel Guard indefinitely without needing to rebuild the Golden Cascade. Perhaps more importantly, the largesse of the Marches will mean that Urizen will become sufficiently prosperous to support a [[Imperial navy|navy]] if they wished to build one at the newly expanded docks of Elos.&lt;br /&gt;
&lt;br /&gt;
You can find further details about the situation in Zenith in the [[Write your own ending]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Beat the Bounds===&lt;br /&gt;
* &#039;&#039;&#039;The yeofolk of the Marches could look closer to home and focus on the defence of their homes&#039;&#039;&#039;&lt;br /&gt;
If this is the decision of the yeofolk, then for the next year the farms of the Marches will focus on supporting the [[beater|beaters]] and soldiers who protect the nation. There&#039;s always a meal for a beater in good standing at most farms in the Marchers, but this would mean digging deep and giving them enough provisions to keep them going for days on end. With that kind of support, the Beaters can afford to swell their numbers and focus on watching what the Jotun are doing.&lt;br /&gt;
&lt;br /&gt;
There&#039;ll be no change to the farms themselves, but during any campaign in Mitwold, Mournwold, or Upwold there will be 1,000 additional force applied to the Imperial side. This will apply to a Marcher army fighting in the territory, or to a fortification if there are no Marcher armies present. Furthermore, as long as the [[Strong Reeds]] do not leave Bregasland they will also gain 1,000 strength for purposes of fighting in the territory. While that won&#039;t do anything right now, it may come in useful once the Marcher push to retake the territory.&lt;br /&gt;
&lt;br /&gt;
===Tend the Hearth===&lt;br /&gt;
* &#039;&#039;&#039;The yeofolk of the Marches could look to their own Prosperity&#039;&#039;&#039;&lt;br /&gt;
Marchers have split the pot with everyone in recent times, the better to support their neighbours. But the Winter Solstice would be a good time for every farm in the nation to start planning for the year ahead. There are fields to be ploughed, ditches to be dug, walls to be raised, and gates to be hung. If the Marcher yeofolk know that they can devote their efforts in the year ahead to improving their farm, they can take advantage of that.&lt;br /&gt;
&lt;br /&gt;
If this is the decision of the yeofolk, then for the next year the farms of the Marches will look to their own prosperity. Every farm in the Marches - even those in Bregasland - will produce an extra 72 rings. Also, for the next year, [[farm#Upgrades|upgrading]] a Marcher farm will require one fewer wains of [[weirwood]]. This would mean that a standard farm could be upgraded for 1 wain of weirwood, for example.&lt;br /&gt;
&lt;br /&gt;
===A Turn of the Year===&lt;br /&gt;
Whatever decision the Marcher yeofolk take the effects will be felt for the year ahead, lasting from now until just before the next Winter Solstice in a year&#039;s time. However, that represents a commitment by the yeofolk to devote their efforts to this plan throughout that time. If the folk of the Marches are persuaded to abandon their efforts in favour of some other important endeavour, then any benefits provided here will be lost (there will be clear warning of this in any wind of fortune that presents this option).&lt;br /&gt;
&lt;br /&gt;
==The Orcs of Mournwold==&lt;br /&gt;
* &#039;&#039;&#039;There has been a peculiar gathering of former Jotun thralls in Green Stead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some Marches beaters may know more&#039;&#039;&#039;&lt;br /&gt;
Before they make a decision, the yeomen might want to give a thought to what is up with the former Jotun thralls... While some of them are starting work on the Black Canal, and apparently making a fine job of that - something notably odd is happening in the Mournwold.&lt;br /&gt;
&lt;br /&gt;
As news starts to filter in that the Jotun are back in Liathaven in force, the orcs who live in the Mournwold start gathering in Green March. Some stay with other orcs, some pay for rooms nearby, but most bring tents with them and set up camp on the fields around the [[Mournwold_spoils_of_war#The_Golden_Hoof|Golden Hoof]]. It seems that one of the orc leaders, &#039;&#039;Hap the Soft&#039;&#039;, has called the meeting, and the other [[Mournwold_thralls#Politics|known leaders]] of the former Jotun thralls - &#039;&#039;Hamma the Lame&#039;&#039;, &#039;&#039;Casta the Black&#039;&#039;, and &#039;&#039;Sigdór the Wise&#039;&#039;, are making their way there. Orcs from across the Mournwold are travelling to meet them. They aren&#039;t trying to be stealthy as such, but they move in small groups and are closed mouthed about their private business. If the beaters weren&#039;t keeping an eye out for anything peculiar, it might have gone unnoticed for a while. &lt;br /&gt;
&lt;br /&gt;
As it is, it soon becomes clear that there is something serious going on. From the reports of the beaters, maybe five hundred orcs gather in at Golden Hoof farm. The proximity of so many former Jotun to the Bregasland border, and the border with Liathaven, makes some people very nervous. This concern is compounded by the fact that for the first time in a long time, the otherwise gregarious Hap the Soft politely asks his neighbours to stay away. Marchers drawn by curiosity or [[vigilance]] are politely turned away. There&#039;s no violence, and on the one occasion someone tries to push the matter Hap reminds them of the [[List_of_Criminal_Offences#Crimes_against_the_Person|unwelcome visitor]] defence. It seems laughable that orcs so-well known for their pacifism might turn violent, but even so... a hundred stern-faced orcs glaring at a body all at once can be a deterrent all by itself. In the end the unwelcome visitors are given two jars of Hap&#039;s mutton jelly and sent on their way. No harm done. But the only humans welcome at Gold Hoof Farm are a couple of orphans Hap has raised as shepherds.&lt;br /&gt;
&lt;br /&gt;
A few beaters are able to get close enough to get a feel for what is going on. At first it&#039;s a little like a big market. Many of the orcs are taking the time to renew acquaintance, do a little trade, even celebrate. But then one morning everything turns serious. In an open space in front of the farmhouse, Hap calls everyone to order and almost immediately an argument breaks out. Over the next three days there&#039;s a lot of impassioned speeches. Tempers flare. There is some pushing and shoving, although obviously nobody comes to blows. Voices are raised. Then, abruptly, maybe fifty of gathered orcs suddenly pack up their things and leave. The remainder watch them go, stony faced. They have no more interest in speaking to Marchers than they did on their way in. &lt;br /&gt;
&lt;br /&gt;
The remaining orcs continue their discussion for another day, well into the night. Then the next morning the camp begins to break up. The orcs take down their tents, and return to their homes, families, and jobs across the Mourn. None of the orcs involved give any explanation as to the nature of these peculiar events, but everyone with an orc neighbour can tell something is afoot. There&#039;s a tension in the air, and a lot of quiet conversations between orcs that fall silent when they spot a Marcher. Obviously, this does very little to alleviate the nervousness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Additional details about this odd behaviour will be included in a pack insert for any Marcher character with the [[beater]] archetype.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Write your own ending]] - 384YE Winter Wind of Fortune regarding what is going on in Zenith&lt;br /&gt;
* [[Mournwold thralls]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Marcher_household&amp;diff=98576</id>
		<title>Marcher household</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Marcher_household&amp;diff=98576"/>
		<updated>2023-04-02T13:49:53Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Marcher-Group-3441.jpg|align=right|width=400|caption=Costumes by the Midgard Seamstress}}&lt;br /&gt;
==Overview==&lt;br /&gt;
A Marcher household represents a group of [[Yeoman of the Marches|yeomen]], beaters and crafters, led by one of their number who is called a [[steward]]. Political power in the Marches rests in the hands of the households. Households are typically from one territory, to best use their political power.&lt;br /&gt;
&lt;br /&gt;
Households are defined by their group identity and shared work, rather than any familial links, thought iis not uncommon for a family to be part of a single household. It is also common for smaller households to sit under the umbrella of larger households, to benefit from their pooled resources and skills.&lt;br /&gt;
&lt;br /&gt;
==Creating a household== &lt;br /&gt;
A household is the easiest kind of Marcher group to create. Even the smallest household&#039;s voice can count in the [[The Marches leadership#leading a territory|process of selecting the senator for their territory]]. The group leader will be its steward and is usually the most competent politician in the group rather than a battle leader.&lt;br /&gt;
&lt;br /&gt;
The core of the group will be one or more yeomen. Some of these are likely to be military characters, but not necessarily heavily-armoured soldiers. A household&#039;s yeomen are just as likely to be lightly armoured, with bills, mattocks and bows. A household may also include the crafters who live on the household&#039;s land, often a smith, a friar or two. Most households also include a few [[The Marches military concerns#Beaters|beaters]] in their number. &lt;br /&gt;
&lt;br /&gt;
You will want to choose a [[Marches_Territories|territory]] to come from: [[Upwold]] the oldest and hilliest, [[Bregasland]] home to the fen-dwellers, [[Mitwold]] with rich and rolling fields, or the [[Mournwold|Mourn]] recently reclaimed from the [[Jotun]].&lt;br /&gt;
&lt;br /&gt;
==Additional Reading==&lt;br /&gt;
A short list of prominent Marcher households can be found on [[the Marches groups]] page.&lt;br /&gt;
[[Category:The Marches]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Varushkan_Monster&amp;diff=98567</id>
		<title>Varushkan Monster</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Varushkan_Monster&amp;diff=98567"/>
		<updated>2023-04-01T22:18:11Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Varushkan Monsters.jpg|caption=There are monsters in Varushka.|align=left|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Varushka]] is dangerous, and the dangers come in many shapes. Some of these shapes are familiar to the other citizens of the Empire. Disenfranchised or lazy people take to banditry, using the isolation of the Varushkan wilderness to create hidden settlements, raiding their neighbours and travelling caravans to sustain themselves from year to year. They are reviled as parasites by civilised Varushkans, and those bands that survive more than a few years tend to fall under the sway of dark forces.&lt;br /&gt;
&lt;br /&gt;
There are [[orc|orcs]] here who take advantage of that same isolation. These orcs tend to be the remnants of larger nations defeated by the Varushkans, and while they are a threat they are rarely any more pressing than any other disenfranchised bandit gang. As with the bandits, the Varushkan orcs tend to make pacts with the horrors that lurk under the trees, sometimes becoming their agents. &lt;br /&gt;
&lt;br /&gt;
==Wolves==&lt;br /&gt;
The mundane dangers of Varushka pale beside the supernatural threats. The weakest and most common of these are termed “Wolves” by the Varushkans. They are hungry, instinctual horrors that seek to feast on living flesh. Ghouls and husks are common examples of Wolves. They tend to appear in large groups and besiege a valley, or fall on travellers in large numbers, but they can usually be driven off by strength of arms or cleverness. The primary task of the boyars and schlacta is to keep the Wolves at bay.&lt;br /&gt;
&lt;br /&gt;
Another example of a Wolf would be the &#039;&#039;dubik&#039;&#039; of the deep forests - animate plant-like creatures that thirst for human blood and inhabit certain isolated tangled woodlands. They have an ability to mimic human speech, and seek to draw unwary travellers off the road so they may feast. On occasion, they gather in sufficient numbers to try and overwhelm a vale, and if they are successful the buildings are claimed by the forest with supernatural speed. Despite superficial appearance, they are not related to the [[vallornspawn husks]] - rather the [[Varushka_magical_traditions#Volhov|volhov]] claim they are connected to some slumbering vegetative sovereign that sleeps in the black earth of [[Volodmartz]]. This sovereign is somewhat confusingly referred to as &#039;&#039;the&#039;&#039; Dubik and said to have a particular hatred for those of the [[changeling]] [[lineage]].&lt;br /&gt;
&lt;br /&gt;
==Sovereigns==&lt;br /&gt;
A more powerful threat are the “Sovereigns.” A far cry from the instinctual terrors, these creatures are powerful and wilful individuals. Corrupt [[Varushka Leadership|boyars]] empowered by sinister bargains, meddling [[eternal|eternals]] and cunning conspirators such as the [[Volodny]] are all examples of Sovereigns. They are intelligent, patient and terrible. Sovereigns tend to be restricted to specific areas, and many of them labour under bindings or strictures that prevent them from preying on the Varushkans directly. While “Wolves” move freely, many Sovereigns tend to slumber in their lairs until external influences wakes them up. The actions of foolish bandits, thieves and roving orc bands are often blamed for awakening the more powerful Sovereigns, and many rules or restrictions in Varushka are designed to prevent people interfering with them and drawing their attention. Sovereigns sometimes work through agents who possess more freedom to operate outside their lairs. Wolves can rarely be reasoned with, but Sovereigns often present a civil mien and can be bargained with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Dubik&#039;&#039; has already been mentioned. Other famous sovereigns include the &#039;&#039;Howling Queen&#039;&#039; who is said to slumber beneath the [[Miekarova#The Razors|Razors]] in north-eastern [[Miekarova]]; the hungry king believed to rest in a barrow under [[Karsk#Broken Barrow|Broken Barrow]] in northern [[Karsk]]; and [[Agramant]], an eternal whose fascination with cannibalism makes his heralds and agents a threat to some isolated vales especially in northern Miekarova.&lt;br /&gt;
&lt;br /&gt;
==Exceptions==&lt;br /&gt;
Not every monstrous threat in Varushka fits easily into the wolf/sovereign category. Some creatures seem to fall part-way between the two - they are intelligent like sovereigns, but lack individual power or are motivated by appetites more appropriate to wolves.&lt;br /&gt;
{{CaptionedImage|file=mora.jpeg|caption=Take care when fighting monsters, lest you become a monster yourself.|align=right|width=400}}&lt;br /&gt;
===Mora===&lt;br /&gt;
Midway between the Wolves and the Sovereigns in power are the shapechangers, the most common of whom are the Mora – strange bird-like creatures who can assume pleasing shapes to go among humans or lure travellers to their deaths. The Mora can bypass many protections to visit human settlements, but by doing so they become tightly bound to the rules of hospitality and cannot directly act against gracious hosts.&lt;br /&gt;
&lt;br /&gt;
While they are shapeshifters, Mora cannot take on the form of specific people. They can disguise themselves as a human, but they cannot take on the guise of a specific human.&lt;br /&gt;
&lt;br /&gt;
===Rusalka===&lt;br /&gt;
Similar to mora, Rusalka are shapechangers but their natural form appears to be that of a water- or sea-dwelling beast rather than a bird. Rusalka are very rare, even by Varushkan standards, but most common in [[the Semmerlak]] and the frozen lakes of the far north. They dwell in certain bodies of water, seeking to lure travellers to a watery doom. In addition to their natural shape, they can assume the form of a human or orc - often a beautiful youth or an aged figure in need of assistance. They can also take on a form that appears as a nightmarish humanoid with aquatic features, razor-sharp teeth, wide eyes, and grasping claws. Those who let the Rusalka touch them are often rendered helpless by their touch - [[Calls#PARALYSE|paralysed]] by the strength-sapping charm of the creatures.&lt;br /&gt;
&lt;br /&gt;
Some [[Wintermark]] travellers claim that similar creatures dwell in the northern oceans - which they call &#039;&#039;Hylje&#039;&#039; - but they consider them helpful, positive spirits. By contrast, some [[the Marches|Marchers]] claim more predatory creatures akin to shark shapeshifters dwell in the Gullet, and creep about vessels at anchor to devour the sailors aboard. There are also circumstantial reports that the [[Thule]] orcs know of similar beasts.&lt;br /&gt;
&lt;br /&gt;
===Plaguewulf===&lt;br /&gt;
Another creature that occupies a nebulous middle ground between Wolf and Sovereign is the supernatural predator called the [[Plaguewulf]]. They are usually classified as Wolves, although the [[Plaguewulf#Elder Plaguewulf|Elder Plaguewulf]] especially is closer in power to a Sovereign. The Sovereign named &#039;&#039;the Howling Queen&#039;&#039;, who is said to slumber in north-eastern Miekarova, is said to be the progenitor of these horrors, each of which is capable of threatening a small or undefended vale with their flesh-hungry minions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Varushka]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Mora.jpeg&amp;diff=98566</id>
		<title>File:Mora.jpeg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Mora.jpeg&amp;diff=98566"/>
		<updated>2023-04-01T22:17:17Z</updated>

		<summary type="html">&lt;p&gt;Harry: Photo courtesy of the ever fantastical Tom Garnett&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo courtesy of the ever fantastical Tom Garnett&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Varushkan_Monster&amp;diff=98565</id>
		<title>Varushkan Monster</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Varushkan_Monster&amp;diff=98565"/>
		<updated>2023-04-01T22:17:01Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Varushkan Monsters.jpg|caption=There are monsters in Varushka.|align=left|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Varushka]] is dangerous, and the dangers come in many shapes. Some of these shapes are familiar to the other citizens of the Empire. Disenfranchised or lazy people take to banditry, using the isolation of the Varushkan wilderness to create hidden settlements, raiding their neighbours and travelling caravans to sustain themselves from year to year. They are reviled as parasites by civilised Varushkans, and those bands that survive more than a few years tend to fall under the sway of dark forces.&lt;br /&gt;
&lt;br /&gt;
There are [[orc|orcs]] here who take advantage of that same isolation. These orcs tend to be the remnants of larger nations defeated by the Varushkans, and while they are a threat they are rarely any more pressing than any other disenfranchised bandit gang. As with the bandits, the Varushkan orcs tend to make pacts with the horrors that lurk under the trees, sometimes becoming their agents. &lt;br /&gt;
&lt;br /&gt;
==Wolves==&lt;br /&gt;
The mundane dangers of Varushka pale beside the supernatural threats. The weakest and most common of these are termed “Wolves” by the Varushkans. They are hungry, instinctual horrors that seek to feast on living flesh. Ghouls and husks are common examples of Wolves. They tend to appear in large groups and besiege a valley, or fall on travellers in large numbers, but they can usually be driven off by strength of arms or cleverness. The primary task of the boyars and schlacta is to keep the Wolves at bay.&lt;br /&gt;
&lt;br /&gt;
Another example of a Wolf would be the &#039;&#039;dubik&#039;&#039; of the deep forests - animate plant-like creatures that thirst for human blood and inhabit certain isolated tangled woodlands. They have an ability to mimic human speech, and seek to draw unwary travellers off the road so they may feast. On occasion, they gather in sufficient numbers to try and overwhelm a vale, and if they are successful the buildings are claimed by the forest with supernatural speed. Despite superficial appearance, they are not related to the [[vallornspawn husks]] - rather the [[Varushka_magical_traditions#Volhov|volhov]] claim they are connected to some slumbering vegetative sovereign that sleeps in the black earth of [[Volodmartz]]. This sovereign is somewhat confusingly referred to as &#039;&#039;the&#039;&#039; Dubik and said to have a particular hatred for those of the [[changeling]] [[lineage]].&lt;br /&gt;
&lt;br /&gt;
==Sovereigns==&lt;br /&gt;
A more powerful threat are the “Sovereigns.” A far cry from the instinctual terrors, these creatures are powerful and wilful individuals. Corrupt [[Varushka Leadership|boyars]] empowered by sinister bargains, meddling [[eternal|eternals]] and cunning conspirators such as the [[Volodny]] are all examples of Sovereigns. They are intelligent, patient and terrible. Sovereigns tend to be restricted to specific areas, and many of them labour under bindings or strictures that prevent them from preying on the Varushkans directly. While “Wolves” move freely, many Sovereigns tend to slumber in their lairs until external influences wakes them up. The actions of foolish bandits, thieves and roving orc bands are often blamed for awakening the more powerful Sovereigns, and many rules or restrictions in Varushka are designed to prevent people interfering with them and drawing their attention. Sovereigns sometimes work through agents who possess more freedom to operate outside their lairs. Wolves can rarely be reasoned with, but Sovereigns often present a civil mien and can be bargained with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Dubik&#039;&#039; has already been mentioned. Other famous sovereigns include the &#039;&#039;Howling Queen&#039;&#039; who is said to slumber beneath the [[Miekarova#The Razors|Razors]] in north-eastern [[Miekarova]]; the hungry king believed to rest in a barrow under [[Karsk#Broken Barrow|Broken Barrow]] in northern [[Karsk]]; and [[Agramant]], an eternal whose fascination with cannibalism makes his heralds and agents a threat to some isolated vales especially in northern Miekarova.&lt;br /&gt;
&lt;br /&gt;
==Exceptions==&lt;br /&gt;
Not every monstrous threat in Varushka fits easily into the wolf/sovereign category. Some creatures seem to fall part-way between the two - they are intelligent like sovereigns, but lack individual power or are motivated by appetites more appropriate to wolves.&lt;br /&gt;
{{CaptionedImage|file=mora.jpeg|caption=Take care when fighting monsters, that you do not become one yourself.|align=right|width=400}}&lt;br /&gt;
===Mora===&lt;br /&gt;
Midway between the Wolves and the Sovereigns in power are the shapechangers, the most common of whom are the Mora – strange bird-like creatures who can assume pleasing shapes to go among humans or lure travellers to their deaths. The Mora can bypass many protections to visit human settlements, but by doing so they become tightly bound to the rules of hospitality and cannot directly act against gracious hosts.&lt;br /&gt;
&lt;br /&gt;
While they are shapeshifters, Mora cannot take on the form of specific people. They can disguise themselves as a human, but they cannot take on the guise of a specific human.&lt;br /&gt;
&lt;br /&gt;
===Rusalka===&lt;br /&gt;
Similar to mora, Rusalka are shapechangers but their natural form appears to be that of a water- or sea-dwelling beast rather than a bird. Rusalka are very rare, even by Varushkan standards, but most common in [[the Semmerlak]] and the frozen lakes of the far north. They dwell in certain bodies of water, seeking to lure travellers to a watery doom. In addition to their natural shape, they can assume the form of a human or orc - often a beautiful youth or an aged figure in need of assistance. They can also take on a form that appears as a nightmarish humanoid with aquatic features, razor-sharp teeth, wide eyes, and grasping claws. Those who let the Rusalka touch them are often rendered helpless by their touch - [[Calls#PARALYSE|paralysed]] by the strength-sapping charm of the creatures.&lt;br /&gt;
&lt;br /&gt;
Some [[Wintermark]] travellers claim that similar creatures dwell in the northern oceans - which they call &#039;&#039;Hylje&#039;&#039; - but they consider them helpful, positive spirits. By contrast, some [[the Marches|Marchers]] claim more predatory creatures akin to shark shapeshifters dwell in the Gullet, and creep about vessels at anchor to devour the sailors aboard. There are also circumstantial reports that the [[Thule]] orcs know of similar beasts.&lt;br /&gt;
&lt;br /&gt;
===Plaguewulf===&lt;br /&gt;
Another creature that occupies a nebulous middle ground between Wolf and Sovereign is the supernatural predator called the [[Plaguewulf]]. They are usually classified as Wolves, although the [[Plaguewulf#Elder Plaguewulf|Elder Plaguewulf]] especially is closer in power to a Sovereign. The Sovereign named &#039;&#039;the Howling Queen&#039;&#039;, who is said to slumber in north-eastern Miekarova, is said to be the progenitor of these horrors, each of which is capable of threatening a small or undefended vale with their flesh-hungry minions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Varushka]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Varushkan_Monster&amp;diff=98564</id>
		<title>Varushkan Monster</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Varushkan_Monster&amp;diff=98564"/>
		<updated>2023-04-01T22:16:19Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Mora */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Varushkan Monsters.jpg|caption=There are monsters in Varushka.|align=left|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Varushka]] is dangerous, and the dangers come in many shapes. Some of these shapes are familiar to the other citizens of the Empire. Disenfranchised or lazy people take to banditry, using the isolation of the Varushkan wilderness to create hidden settlements, raiding their neighbours and travelling caravans to sustain themselves from year to year. They are reviled as parasites by civilised Varushkans, and those bands that survive more than a few years tend to fall under the sway of dark forces.&lt;br /&gt;
&lt;br /&gt;
There are [[orc|orcs]] here who take advantage of that same isolation. These orcs tend to be the remnants of larger nations defeated by the Varushkans, and while they are a threat they are rarely any more pressing than any other disenfranchised bandit gang. As with the bandits, the Varushkan orcs tend to make pacts with the horrors that lurk under the trees, sometimes becoming their agents. &lt;br /&gt;
&lt;br /&gt;
==Wolves==&lt;br /&gt;
The mundane dangers of Varushka pale beside the supernatural threats. The weakest and most common of these are termed “Wolves” by the Varushkans. They are hungry, instinctual horrors that seek to feast on living flesh. Ghouls and husks are common examples of Wolves. They tend to appear in large groups and besiege a valley, or fall on travellers in large numbers, but they can usually be driven off by strength of arms or cleverness. The primary task of the boyars and schlacta is to keep the Wolves at bay.&lt;br /&gt;
&lt;br /&gt;
Another example of a Wolf would be the &#039;&#039;dubik&#039;&#039; of the deep forests - animate plant-like creatures that thirst for human blood and inhabit certain isolated tangled woodlands. They have an ability to mimic human speech, and seek to draw unwary travellers off the road so they may feast. On occasion, they gather in sufficient numbers to try and overwhelm a vale, and if they are successful the buildings are claimed by the forest with supernatural speed. Despite superficial appearance, they are not related to the [[vallornspawn husks]] - rather the [[Varushka_magical_traditions#Volhov|volhov]] claim they are connected to some slumbering vegetative sovereign that sleeps in the black earth of [[Volodmartz]]. This sovereign is somewhat confusingly referred to as &#039;&#039;the&#039;&#039; Dubik and said to have a particular hatred for those of the [[changeling]] [[lineage]].&lt;br /&gt;
&lt;br /&gt;
==Sovereigns==&lt;br /&gt;
A more powerful threat are the “Sovereigns.” A far cry from the instinctual terrors, these creatures are powerful and wilful individuals. Corrupt [[Varushka Leadership|boyars]] empowered by sinister bargains, meddling [[eternal|eternals]] and cunning conspirators such as the [[Volodny]] are all examples of Sovereigns. They are intelligent, patient and terrible. Sovereigns tend to be restricted to specific areas, and many of them labour under bindings or strictures that prevent them from preying on the Varushkans directly. While “Wolves” move freely, many Sovereigns tend to slumber in their lairs until external influences wakes them up. The actions of foolish bandits, thieves and roving orc bands are often blamed for awakening the more powerful Sovereigns, and many rules or restrictions in Varushka are designed to prevent people interfering with them and drawing their attention. Sovereigns sometimes work through agents who possess more freedom to operate outside their lairs. Wolves can rarely be reasoned with, but Sovereigns often present a civil mien and can be bargained with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Dubik&#039;&#039; has already been mentioned. Other famous sovereigns include the &#039;&#039;Howling Queen&#039;&#039; who is said to slumber beneath the [[Miekarova#The Razors|Razors]] in north-eastern [[Miekarova]]; the hungry king believed to rest in a barrow under [[Karsk#Broken Barrow|Broken Barrow]] in northern [[Karsk]]; and [[Agramant]], an eternal whose fascination with cannibalism makes his heralds and agents a threat to some isolated vales especially in northern Miekarova.&lt;br /&gt;
&lt;br /&gt;
==Exceptions==&lt;br /&gt;
Not every monstrous threat in Varushka fits easily into the wolf/sovereign category. Some creatures seem to fall part-way between the two - they are intelligent like sovereigns, but lack individual power or are motivated by appetites more appropriate to wolves.&lt;br /&gt;
{{CaptionedImage|file=mora.jpg|caption=Take care when fighting monsters, that you do not become one yourself.|align=right|width=400}}&lt;br /&gt;
===Mora===&lt;br /&gt;
Midway between the Wolves and the Sovereigns in power are the shapechangers, the most common of whom are the Mora – strange bird-like creatures who can assume pleasing shapes to go among humans or lure travellers to their deaths. The Mora can bypass many protections to visit human settlements, but by doing so they become tightly bound to the rules of hospitality and cannot directly act against gracious hosts.&lt;br /&gt;
&lt;br /&gt;
While they are shapeshifters, Mora cannot take on the form of specific people. They can disguise themselves as a human, but they cannot take on the guise of a specific human.&lt;br /&gt;
&lt;br /&gt;
===Rusalka===&lt;br /&gt;
Similar to mora, Rusalka are shapechangers but their natural form appears to be that of a water- or sea-dwelling beast rather than a bird. Rusalka are very rare, even by Varushkan standards, but most common in [[the Semmerlak]] and the frozen lakes of the far north. They dwell in certain bodies of water, seeking to lure travellers to a watery doom. In addition to their natural shape, they can assume the form of a human or orc - often a beautiful youth or an aged figure in need of assistance. They can also take on a form that appears as a nightmarish humanoid with aquatic features, razor-sharp teeth, wide eyes, and grasping claws. Those who let the Rusalka touch them are often rendered helpless by their touch - [[Calls#PARALYSE|paralysed]] by the strength-sapping charm of the creatures.&lt;br /&gt;
&lt;br /&gt;
Some [[Wintermark]] travellers claim that similar creatures dwell in the northern oceans - which they call &#039;&#039;Hylje&#039;&#039; - but they consider them helpful, positive spirits. By contrast, some [[the Marches|Marchers]] claim more predatory creatures akin to shark shapeshifters dwell in the Gullet, and creep about vessels at anchor to devour the sailors aboard. There are also circumstantial reports that the [[Thule]] orcs know of similar beasts.&lt;br /&gt;
&lt;br /&gt;
===Plaguewulf===&lt;br /&gt;
Another creature that occupies a nebulous middle ground between Wolf and Sovereign is the supernatural predator called the [[Plaguewulf]]. They are usually classified as Wolves, although the [[Plaguewulf#Elder Plaguewulf|Elder Plaguewulf]] especially is closer in power to a Sovereign. The Sovereign named &#039;&#039;the Howling Queen&#039;&#039;, who is said to slumber in north-eastern Miekarova, is said to be the progenitor of these horrors, each of which is capable of threatening a small or undefended vale with their flesh-hungry minions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Varushka]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dadford_Road_Campsite&amp;diff=96708</id>
		<title>Dadford Road Campsite</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dadford_Road_Campsite&amp;diff=96708"/>
		<updated>2023-01-01T01:31:17Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
All our events in 2023 will be held on the land next to Dadford Road Campsite.&lt;br /&gt;
&lt;br /&gt;
Now that we have had time to address the access issues on the site, the restrictions which were in place at Easter have been significantly relaxed. Please read the information below carefully.&lt;br /&gt;
&lt;br /&gt;
==Queries==&lt;br /&gt;
For all site related queries about Profound Decisions events at Dadford Road Campsite, please [[contact Profound Decisions]], please do not attempt to contact the site.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Additional Fire Regulations==&lt;br /&gt;
* &#039;&#039;&#039;Please note that there are additional [[fire regulations]] in force at this event.&lt;br /&gt;
Due to the exceptionally hot dry summer that we have been having, the grass in the main camping fields has become very dry. That means there is an increased fire risk at the event, so we are putting in place additional [[fire regulations]] to manage this risk. Please make sure that you read these regulations carefully.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Arrival==&lt;br /&gt;
* &#039;&#039;&#039;The entrance to the site is marked Dadford Road campsite&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Continue on the farm track, past the buildings, until you get to the woods that is part of the event site&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There will be a temporary road for vehicles made from wood chip running through the event site&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Our gate team will be on hand to meet you by the side of the track at the boundary of the event site. They will be able to answer any questions you have on the day and give you additional direction.&lt;br /&gt;
&lt;br /&gt;
There are temporary roads made of wood chip that go through the out-of-character camp, through Anvil and back round to the farm track. Vehicles are allowed to leave the road provided the conditions are acceptable, please check with a member of crew for further details when you are on site.&lt;br /&gt;
&lt;br /&gt;
===OOC Camping Fields===&lt;br /&gt;
* &#039;&#039;&#039;We have hired two additional fields for OOC camping in 2023 so that sleeping tents can be as close to the game as possible&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=2023-Site-Overview.png|align=right|width=600}}&lt;br /&gt;
The OOC camping fields are adjacent to the Anvil fields. There are four main out-of-character fields. There is a large field behind the woods and a second field adjacent to it for the use of Dawn and Wintermark and else who wishes to use them. There is a large field that runs alongside the farm track, half of which is allocated to participants with mobility needs. Finally there is a large field that runs along the crew strip.&lt;br /&gt;
&lt;br /&gt;
===IC Camping Fields===&lt;br /&gt;
* &#039;&#039;&#039;If you want to camp in-character, then you must let your nation camp planner know&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are new rules in operation for in-character camping and vehicle access at the start of 2023&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Anvil is spread over the small woods and the two adjoining fields. If you wish to camp in-character, then you must let the [[camp planner]] for your nation know. There are [[Rules_update_2023#Site_Changes|new rules in place for in-character camping]] this year, so we can only guarantee sleeping space on the IC field to people with accessibility or childcare needs. &lt;br /&gt;
&lt;br /&gt;
You can bring your car onto the in-character field to set up your camp. You can drive onto the roads through IC camping fields provided that you do so before time-in, but you can only leave the roads if the weather is dry and the ground is in good condition. Space is at a premium on site and the spot where you stop to unload is likely to be needed by someone to else to camp. For this reason, you must unload and set up your camp as quickly as you can and then move you vehicle off site as soon as you are done. You must not leave your vehicle on site over night.&lt;br /&gt;
&lt;br /&gt;
During take-down there is simply not enough room for everyone to bring their car onto the site while all the tents are still up. We need participants to make room for vehicles and be off as quickly as possible, otherwise the traffic on the site becomes gridlocked and nothing can move. For this reason you must take your tent down and pack up your belongings before you bring your vehicle on site, unless you need to bring your vehicle on first for accessibility reasons (such as disability, fatigue, childcare, etc). Once everything is down and ready to be packed away, you can bring your car onto site (assuming ground conditions are reasonable), collect your stuff and go. We strongly recommend bringing a plastic sheet, tarpaulin or similar to protect your gear from any inclement weather.&lt;br /&gt;
&lt;br /&gt;
This rule applies up to 7pm on Sunday - after that time participants are free to drive onto site without needing to take their tents down first. We will actively review this deadline between events and move it earlier in the day if we are confident that we can do so without the site becoming deadlocked.&lt;br /&gt;
&lt;br /&gt;
All these rules apply to the IC camping areas only, there are no equivalent restrictions on vehicle movements in the OOC or crew camping areas.&lt;br /&gt;
&lt;br /&gt;
===Crew Camping Fields===&lt;br /&gt;
* &#039;&#039;&#039;Camping for crew only&#039;&#039;&#039;&lt;br /&gt;
The crew camping field is for crew only. Crew may choose to camp here or in any of the player camping areas. GOD, and monster will all operate from this area.&lt;br /&gt;
{{CaptionedImage|file=Dadford Road Area.png|align=right|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Accessibility Support==&lt;br /&gt;
There are dedicated accessibility camps at all entrances to the site for anyone who needs to use them. We will provide additional support available where possible - email us at [mailto:accessibility@profounddecisions.co.uk accessibility@profounddecisions.co.uk] to discuss what arrangements will suit you best. We aim to make our events accessible to all and will do everything we can to help you enjoy the event.&lt;br /&gt;
&lt;br /&gt;
==Site regulations==&lt;br /&gt;
===Ground Fires===&lt;br /&gt;
Fires must not be set on the ground, they must only be lit on the oil drums provided or an equivalent that keeps the fire off the ground. Existing fires should be completely extinguished each night. We are arranging firewood for the site. The site includes land that is actively farmed - so please do not throw rubbish that does not burn into campfires - particularly tins, bottles and bottle tops.&lt;br /&gt;
&lt;br /&gt;
===Rubbish===&lt;br /&gt;
Please make sure that all your rubbish is suitably bagged and disposed of in the skip before you leave site. Do not overfill your rubbish bags - more bags are available on request from GOD at any time. The skip is located in the main OOC field. Please ask for directions if you cannot find it.&lt;br /&gt;
&lt;br /&gt;
==Site Address==&lt;br /&gt;
Dadford Road Campsite, Dadford Road, Stowe, Silverstone, Buckinghamshire, MK18 5LH.&lt;br /&gt;
&lt;br /&gt;
==Directions==&lt;br /&gt;
The event site is easy to get to with main roads nearby - players should find that their satnav has no problem directing them by the most sensible route. If you are having problems follow brown heritage road signs for Silverstone race track.&lt;br /&gt;
{{CaptionedImage|file=LogicalDirections.png|align=right|width=600}}&lt;br /&gt;
===From M40 North===&lt;br /&gt;
* Leave the motorway at J11&lt;br /&gt;
* Take the second exit at the roundabout marked Brackley A422&lt;br /&gt;
* Stay on the A422 until it meets the A43 as it goes round Brackley&lt;br /&gt;
* Stay on the A43 until you see the exit signed for Stowe, Dadford, Aberthorpe, and Silverstone&lt;br /&gt;
* Come off the A43 but continue straight on for 500m until you see a sharp right turned signed for Silverstone race track&lt;br /&gt;
* Continue over the A43 and straight on at the roundabout on the Dadford Road&lt;br /&gt;
* Stay on Dadford Road, straight over two roundabouts, past Silverstone race track&lt;br /&gt;
* The campsite is the third entrance on the right - it has blue signs indicating the entrance  &lt;br /&gt;
&lt;br /&gt;
===From M40 South===&lt;br /&gt;
* Leave the motorway at J10 and take the third exit the A43 signed for M1 and Northampton&lt;br /&gt;
* Continue on the A43 round Brackley towards Silverstone race track&lt;br /&gt;
* Stay on the A43 until you see the exit signed for Stowe, Dadford, Aberthorpe, and Silverstone&lt;br /&gt;
* Come off the A43 but continue straight on for 500m until you see a sharp right turned signed for Silverstone race track&lt;br /&gt;
* Continue over the A43 and straight on at the roundabout on the Dadford Road&lt;br /&gt;
* Stay on Dadford Road, straight over two roundabouts, past Silverstone race track&lt;br /&gt;
* The campsite is the third entrance on the right - it has blue signs indicating the entrance  &lt;br /&gt;
&lt;br /&gt;
===From M1===&lt;br /&gt;
* Leave the motorway at J15A and take the A43 towards Oxford &amp;amp; Banbury&lt;br /&gt;
* Stay on the A43 past Towcester&lt;br /&gt;
* Come off the A43 at the junction signed for Stowe, Dadford, Aberthorpe, Silverstone.&lt;br /&gt;
* Left at the roundabout onto Dadford Road&lt;br /&gt;
* Stay on Dadford Road, straight over two roundabouts, past Silverstone race track&lt;br /&gt;
* The campsite is the third entrance on the right - it has blue signs indicating the entrance&lt;br /&gt;
&lt;br /&gt;
===By Train===&lt;br /&gt;
The most convenient train station is Banbury (which has good links to London Marylebone and Birmingham).&lt;br /&gt;
&lt;br /&gt;
===Banbury Shuttle Service===&lt;br /&gt;
* &#039;&#039;&#039;There is a coach service between Banbury and the site&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There will be a £5 charge for players each way for the coach, from 2023 onwards&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is no charge for the coach in 2022&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We will operate a coach service collecting players from Banbury train station and bringing them to site and taking them back on Sunday. This will be a 32 seat coach on Thursday and Friday and a 49 seat coach for the return journeys. The times are&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thursday:&#039;&#039;&#039; 14:00, 15:30, 17:00, 19:00&lt;br /&gt;
* &#039;&#039;&#039;Friday:&#039;&#039;&#039; 12:00, 14:00, 16:00&lt;br /&gt;
* &#039;&#039;&#039;Sunday:&#039;&#039;&#039; 15:30, 17:00, 18:30, 20:00&lt;br /&gt;
&lt;br /&gt;
Starting from 2023 onwards there will be a £5 charge for players each way to contribute towards the costs of operating the service. There is no charge in 2022.&lt;br /&gt;
&lt;br /&gt;
===By Bus or Taxi===&lt;br /&gt;
From Banbury you may also take the Stagecoach 500 bus to Brackley which is 5 miles from the site and then use a local taxi. Taxis include Braxi Taxis (01280 700 600) and Direct Taxi Services (07512 929 297).&lt;br /&gt;
&lt;br /&gt;
==Amenities==&lt;br /&gt;
Brackley has a large Tesco store on the southern edge of the town and a Waitrose more centrally. There are various other shops and takeaways in the centre. Silverstone Innovation park has space that can be [https://silverstone-park.com/wp-content/uploads/2019/04/WRaP-Leaflet.pdf|used for remote working].&lt;br /&gt;
&lt;br /&gt;
[[Category:The Game]]&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Register_of_civil_service_gifts&amp;diff=96274</id>
		<title>Register of civil service gifts</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Register_of_civil_service_gifts&amp;diff=96274"/>
		<updated>2022-09-14T23:06:06Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* To a number of civil servants, copies of &amp;quot;An Enlightened Empire”, the collected speeches of the Empress of Flowers being a gift from Severin von Holberg&lt;br /&gt;
* Bequeathed to Merlot, in the will of Lorenzo Von Temeschwar, one throne and one crown&lt;br /&gt;
* Bequeathed to Marta Kovar, in the will of Lorenzo Von Temeschwar, one throne and one crown&lt;br /&gt;
* Bequeathed to John of Meade, in the will of Lorenzo Von Temeschwar, one throne and one crown&lt;br /&gt;
* To John of Meade, by Matteo &amp;quot;Free Wolf&amp;quot; Edgestalker, a bottle of honeyed whisky&lt;br /&gt;
* To John of Meade, by a citizen unknown, a bottle of elderflower gin, he thinks.&lt;br /&gt;
* To John Of Meade, by Imperatrix Lisabetta, a Gremani spoon to the value of 1 crown&lt;br /&gt;
* To John Of Meade by Senator Mitwold, a linen coif, value in the heat incalculable&lt;br /&gt;
* To John Of Meade by Quartermaster Dan Brackensong, a bottle of rhubarb gin to the value of 6 crowns. Twice.&lt;br /&gt;
* To John Of Meade, by Escon, egregore of Highguard, a bottle of rhubarb gin to the value of 6 crowns&lt;br /&gt;
* To John Of Meade, by Lisabetta, Prince of the House of Seven Mirrors, a bound copy of the Constitution, to a value unknown.&lt;br /&gt;
* To the Tribune, a book cover of golden cloth, crafted by Needle of House Ossienne. Price unknown, highly valued.&lt;br /&gt;
* To Marta Kovar, by Dan Brackensong, a bottle of rhubarb gin to the value of 6 crowns.&lt;br /&gt;
* To Marta Kovar, by Silvio di Tassato, a cup of tea to the value of 2 rings.&lt;br /&gt;
* To the Civil Service, by Father Drakov, one half iced lemon sandwich cake, to the value of 2 crowns. Several Civil Servants rewarded the citizen independently for his Prosperity.&lt;br /&gt;
* To John Of Meade, by a masked figure I have reason to believe is Simargl, the Empty One, Dean of the Lyceum, a hammer and small bag of nails, to a value unknown, but a utility immense.&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Marches_Egregore&amp;diff=95178</id>
		<title>Marches Egregore</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Marches_Egregore&amp;diff=95178"/>
		<updated>2022-09-01T16:38:30Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Current Hosts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Jack-of-the-Marches==&lt;br /&gt;
{{CaptionedImage|file=egregores.jpeg|align=right|caption=Kit and Mildred playing the music they love.|width=300}}&lt;br /&gt;
Stories of Jack have been told since before the Marchers seceded from Dawn. Jack was said to appear when words or actions were needed to help common folk with the daily challenges of a life born of hardship and graft. Jack was the farm hand that appeared to help with a difficult harvest, the beater that arrived to assist with local disputes, the Landskeeper that came to lend their wisdom, or the musician who lightened a burden with shared song.  A solitary but friendly figure who kept tender watch, revelled in games and lent their voice to a chorus.&lt;br /&gt;
&lt;br /&gt;
With the Brass Coast  ritual 300 years back, Jack stepped out of folklore.&lt;br /&gt;
&lt;br /&gt;
=== Current Hosts ===&lt;br /&gt;
&lt;br /&gt;
==== Mildred ====&lt;br /&gt;
&lt;br /&gt;
==== Jonah ====&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Kit-the-mummer.jpg|align=left|width=150}}&lt;br /&gt;
&lt;br /&gt;
=== Former Hosts ===&lt;br /&gt;
&lt;br /&gt;
==== Kit the Mummer ====&lt;br /&gt;
For a time Jack walked as Kit the Mummer. Kit traveled place to place, bringing news and gossip, plays (invariably magical in nature) and songs and always plenty of tunes to tap your foot to!  There was nothing more important to her than keeping the customs and traditions of the Marches alive. This Jack was most at home in the thick of a crowd, whether in taverns, round the maypole on the village green or a town square.&lt;br /&gt;
&lt;br /&gt;
Whether at a rowdy game of foot-the-ball, a jolly Wassail parade or a grim acknowledgement of the shortest days of Winter, she was there. The more people involved in the spectacle, the better. She had a particular fondness for maintaining Marcher magical traditions, including its hearth magic, and was a friend and supporter of the landskeepers. &lt;br /&gt;
{{CaptionedImage|file=CM-140526-7684.jpg|align=right|width=150}}&lt;br /&gt;
==== Robert of Ramsbruck ====&lt;br /&gt;
Jack as he walked until Autumn 379 was Robert of Ramsbruck. He claimed to have performed his duties for several generations, 75 years by his last count, although he&#039;s unsure when that started.  Seldom drawn on his life before he took up the mantle, he appeared as a Beater and performed the role of one. Convinced that “Nothing gets done sat down” he was fiercely stubborn once his mind was made up, but he never made a decision before drawing counsel from those he believed knowledgeable. Once his shoulders were set to a task no-one could tell him no. This Jack had little time for the politics of the senate or the guiding of the synod, but often sought the advice of senators and priests, believing a quiet conversation by a fire side or bar table achieved just as much, and in considerably less time.&lt;br /&gt;
[[Category:Egregore]]&lt;br /&gt;
[[Category: The Marches]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Marches_Egregore&amp;diff=95177</id>
		<title>Marches Egregore</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Marches_Egregore&amp;diff=95177"/>
		<updated>2022-09-01T16:34:11Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Jack-of-the-Marches==&lt;br /&gt;
{{CaptionedImage|file=egregores.jpeg|align=right|caption=Kit and Mildred playing the music they love.|width=300}}&lt;br /&gt;
Stories of Jack have been told since before the Marchers seceded from Dawn. Jack was said to appear when words or actions were needed to help common folk with the daily challenges of a life born of hardship and graft. Jack was the farm hand that appeared to help with a difficult harvest, the beater that arrived to assist with local disputes, the Landskeeper that came to lend their wisdom, or the musician who lightened a burden with shared song.  A solitary but friendly figure who kept tender watch, revelled in games and lent their voice to a chorus.&lt;br /&gt;
&lt;br /&gt;
With the Brass Coast  ritual 300 years back, Jack stepped out of folklore.&lt;br /&gt;
&lt;br /&gt;
=== Current Hosts ===&lt;br /&gt;
&lt;br /&gt;
==== Merri ====&lt;br /&gt;
&lt;br /&gt;
==== Jonah ====&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Kit-the-mummer.jpg|align=left|width=150}}&lt;br /&gt;
=== Former Hosts ===&lt;br /&gt;
&lt;br /&gt;
==== Kit the Mummer ====&lt;br /&gt;
For a time Jack walked as Kit the Mummer. Kit traveled place to place, bringing news and gossip, plays (invariably magical in nature) and songs and always plenty of tunes to tap your foot to!  There was nothing more important to her than keeping the customs and traditions of the Marches alive. This Jack was most at home in the thick of a crowd, whether in taverns, round the maypole on the village green or a town square.&lt;br /&gt;
&lt;br /&gt;
Whether at a rowdy game of foot-the-ball, a jolly Wassail parade or a grim acknowledgement of the shortest days of Winter, she was there. The more people involved in the spectacle, the better. She had a particular fondness for maintaining Marcher magical traditions, including its hearth magic, and was a friend and supporter of the landskeepers. &lt;br /&gt;
{{CaptionedImage|file=CM-140526-7684.jpg|align=right|width=150}}&lt;br /&gt;
==== Robert of Ramsbruck ====&lt;br /&gt;
Jack as he walked until Autumn 379 was Robert of Ramsbruck. He claimed to have performed his duties for several generations, 75 years by his last count, although he&#039;s unsure when that started.  Seldom drawn on his life before he took up the mantle, he appeared as a Beater and performed the role of one. Convinced that “Nothing gets done sat down” he was fiercely stubborn once his mind was made up, but he never made a decision before drawing counsel from those he believed knowledgeable. Once his shoulders were set to a task no-one could tell him no. This Jack had little time for the politics of the senate or the guiding of the synod, but often sought the advice of senators and priests, believing a quiet conversation by a fire side or bar table achieved just as much, and in considerably less time.&lt;br /&gt;
[[Category:Egregore]]&lt;br /&gt;
[[Category: The Marches]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Marches_Egregore&amp;diff=95176</id>
		<title>Marches Egregore</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Marches_Egregore&amp;diff=95176"/>
		<updated>2022-09-01T16:17:52Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Jack-of-the-Marches==&lt;br /&gt;
{{CaptionedImage|file=egregores.jpeg|align=right|caption=Kit and Merri playing the music they love.|width=300}}&lt;br /&gt;
Stories of Jack have been told since before the Marchers seceded from Dawn. Jack was said to appear when words or actions were needed to help common folk with the daily challenges of a life born of hardship and graft. Jack was the farm hand that appeared to help with a difficult harvest, the beater that arrived to assist with local disputes, the Landskeeper that came to lend their wisdom, or the musician who lightened a burden with shared song.  A solitary but friendly figure who kept tender watch, revelled in games and lent their voice to a chorus.&lt;br /&gt;
&lt;br /&gt;
With the Brass Coast  ritual 300 years back, Jack stepped out of folklore.&lt;br /&gt;
&lt;br /&gt;
=== Current Hosts ===&lt;br /&gt;
&lt;br /&gt;
==== Merri ====&lt;br /&gt;
&lt;br /&gt;
==== Jonah ====&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Kit-the-mummer.jpg|align=left|width=150}}&lt;br /&gt;
=== Former Hosts ===&lt;br /&gt;
&lt;br /&gt;
==== Kit the Mummer ====&lt;br /&gt;
For a time Jack walked as Kit the Mummer. Kit traveled place to place, bringing news and gossip, plays (invariably magical in nature) and songs and always plenty of tunes to tap your foot to!  There was nothing more important to her than keeping the customs and traditions of the Marches alive. This Jack was most at home in the thick of a crowd, whether in taverns, round the maypole on the village green or a town square.&lt;br /&gt;
&lt;br /&gt;
Whether at a rowdy game of foot-the-ball, a jolly Wassail parade or a grim acknowledgement of the shortest days of Winter, she was there. The more people involved in the spectacle, the better. She had a particular fondness for maintaining Marcher magical traditions, including its hearth magic, and was a friend and supporter of the landskeepers. &lt;br /&gt;
{{CaptionedImage|file=CM-140526-7684.jpg|align=right|width=150}}&lt;br /&gt;
==== Robert of Ramsbruck ====&lt;br /&gt;
Jack as he walked until Autumn 379 was Robert of Ramsbruck. He claimed to have performed his duties for several generations, 75 years by his last count, although he&#039;s unsure when that started.  Seldom drawn on his life before he took up the mantle, he appeared as a Beater and performed the role of one. Convinced that “Nothing gets done sat down” he was fiercely stubborn once his mind was made up, but he never made a decision before drawing counsel from those he believed knowledgeable. Once his shoulders were set to a task no-one could tell him no. This Jack had little time for the politics of the senate or the guiding of the synod, but often sought the advice of senators and priests, believing a quiet conversation by a fire side or bar table achieved just as much, and in considerably less time.&lt;br /&gt;
[[Category:Egregore]]&lt;br /&gt;
[[Category: The Marches]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Egregores.jpeg&amp;diff=95175</id>
		<title>File:Egregores.jpeg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Egregores.jpeg&amp;diff=95175"/>
		<updated>2022-09-01T16:15:56Z</updated>

		<summary type="html">&lt;p&gt;Harry: Photo approved for use by Paul Baker, the photographer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo approved for use by Paul Baker, the photographer.&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Kallavesi&amp;diff=95002</id>
		<title>Kallavesi</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Kallavesi&amp;diff=95002"/>
		<updated>2022-08-30T18:44:26Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote by=&amp;quot;Tekupala&amp;quot;&amp;gt;The value of a life is weighed in the choices that have been made - and those that have not been made.&amp;lt;/quote&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{CaptionedImage|file=Winter Stormcrow.jpg |caption=Cold cannot compromise.|align=right|width=250}}&lt;br /&gt;
The Kallavesi are one of the three traditions of Wintermark. According to the scops, they were born from the feathers of a flock of crows scattered on the marshes of [[Kallavesa]]. Regardless of the truth of this claim, they and their [[Suaq]] cousins have lived in the north-west since before written records, perhaps predating even the Terunael empire. They joined with the Suaq and the [[Steinr]] to [[Wintermark History#The Troll Wars|defeat the trolls]], and continue to claim the fog-shrouded marsh [[territory]] of Kallavesa as their ancestral home.&lt;br /&gt;
&lt;br /&gt;
The stereotypical Kallavesi is mystic, peculiar, and wise. They wear homespun wool, fur, and leather clothing and love to decorate themselves with feathers and semi-precious stones. Their colours are the colours of the marsh - earthen greys and browns, smoke-grey, moss green, and the occasional bright flash of colour. Bedecked with totems and fetishes whose meaning is often deeply personal, they often cover their heads and hide their faces with peculiar masks evoking the power of a favoured animal spirit. They are always watching, considering, weighing, dreaming. They are the last to speak, but their words echo with insight and wisdom.&lt;br /&gt;
&lt;br /&gt;
==Kallavesi Heroes==&lt;br /&gt;
The Winterfolk admire [[heroism]] and believe that it speeds a spirit&#039;s passage through the [[The Labyrinth of Ages and the Paragons and Exemplars|Labyrinth of Ages]]. When people remember the legendary figures of Wintermark history they often think of the of the otherworldly Kallevesi, bedecked in feathers, dispensing vital wisdom to those they guide. The Kallevsi believe that heroism comes from the exploration of the [[Wintermark_culture_and_customs#Skein|skein]] - from the choices a person makes as they travel through life. Once is a decision is made, one cannot go back and make the choice again, one can only move forward to the next choice. The iconic Kallavesi hero is [[Empress_Mariika#Tekupala|Tekupala]], the Kallevsei shaman that guided Empress Mariika to greatness.&lt;br /&gt;
{{CaptionedImage|file=Kallavesi_Hatchet_Warrior.jpg|caption=A hero has a name.|align=right|width=250}}&lt;br /&gt;
The Kallavesi live in dreams. Dreams are the gateway to understanding that reveal truths about the world of which the waking mind is ignorant. They trust their intuition, and listen to their instincts. They are masters of [[Mystic#Divination|divination]], seeking truths that are yet to come to pass or hidden in the past. They do not rely solely on magic, which is just one tool among many. They make use of common tools, casting runestones or drawing cards to unlock their inner eyes to see what is hidden to others. The wisest among them are masters of herbal arts that awaken the mind and allow it to see - the [[Infusions of Feathers]] are based on recipes that have been used by the Kallavesi for centuries.  &lt;br /&gt;
&lt;br /&gt;
More than any other, this tradition looks to the future. Of all the three people they are the ones most interested in shaping their destiny and the destiny of others. They plan for the long term, seeking meaning from the past and the present to help them to see the wider picture. They are strategists, diplomats, and counsellors - identifying the threads that will fork the [[Wintermark_culture_and_customs#Skein|skein]] for weal or woe for a person - or a nation.&lt;br /&gt;
&lt;br /&gt;
They are wise, but they are also passionate. They may take their time deciding on a course of action, but when they have made up their minds they commit themselves to act without reservation. The archetypal Kallavesi warrior may meditate before entering a battle, but once the fight begins they throw themselves into the fray wrapped only in the skin of a bear or wolf, committing themselves fully to the fight. There can be no half-measures for the warrior in battle - but for the Kallevesi hero there are no half-measures in anything - once the path is chosen they do not look back.&lt;br /&gt;
&lt;br /&gt;
More [[Wintermark_religious_beliefs|stormcrows]] and [[mystic|mystics]] are drawn from the Kallevesi tradition than either Suaq or Steinr. Wintermarkers do not always follow the advice that such heroes given them - but they know that it is always worth listening to. As guides, both spiritual and practical, Kallevesi drive those who hear them to confront new ideas and consider new perspectives on how they can solve their problems. The best are able to inspire their peers from the other nations to do the same.&lt;br /&gt;
&lt;br /&gt;
It is rare for an individual to personify all these traits, but striving is more important than success. The Kallavesi vision of themselves is of a far-sighted people for whom heroism is born in equal parts of wisdom and passion. They value the wisdom that comes from within, but they also value decisive action that twists the skein towards newer, better paths.&lt;br /&gt;
==Kallavesi Virtues==&lt;br /&gt;
{{CaptionedImage|file=CM-130914-0284.jpg|align=right|caption=A hero&#039;s tale ends with a good death.|width=250}}&lt;br /&gt;
The Kallevesi are a deeply religious people, believing fundamentally in the power of faith and the spirit. While most of them embrace [[the Way]], they are often at odds with more orthodox priests. The virtues provide power, it is true, but they are not the only spiritual forces that the Kallavesi honour. There have been repeated accusations that in private the Kallavesi talk about the inspirational power of the ancestors of the Winterfolk, more than they do the recognised paragons and exemplars. They are said to commune with the spirits of the dead in a manner more suited to orcs than Imperial citizens, and to make use of dream quests, trance-like meditation, and drugged inspiration to receive inspirations that have little to do with the doctrine of the faithful. &lt;br /&gt;
&lt;br /&gt;
[[Wisdom]] is the pre-eminent virtue of the Kallavesi, and many dedicate their lives to seeking it. Unlike some Imperial citizens, they are more likely to look for wisdom internally through meditation than externally in books or the counsel of others. They also seek to share their wisdom and understanding - [[Empress_Mariika#Tekupala|Tekupala]], who served as an advisor to [[Empress Mariika]] (and, if stories are believed, a great many other Wintermark heroes through the centuries), is an inspiration to many Kallavesi people.&lt;br /&gt;
&lt;br /&gt;
The Kallavesi are also [[Vigilance|Vigilant]], keeping their eyes peeled for threats to themselves and their people. The Kallavesi urge the vigilant to listen to their instincts, and heed their intuition - if one has a bad feeling or a nightmare about someone or something, they often argue, it is a sign that there is something to be worried about.&lt;br /&gt;
&lt;br /&gt;
[[Courage]] is greatly valued among the Kallavesi. They believe that once a decision is made you should commit yourself utterly to that path and hold nothing back. It may take them time to decide what needs to be done, but once that decision is made they strive to act with the irresistible force of an avalanche. The skein teaches that once a choice has been made, it cannot be unmade, and must make the best of it. &lt;br /&gt;
&lt;br /&gt;
[[Loyalty]] is especially prized by many Kallevesi - especially those who take up roles as counsellors or guides. They understand that true heroism requires many sacrifices - a hall can only have one thane, but they must be supported by many if they are to rule wisely and well. The Kallevesi welcome the chance to work through others, content to put aside the glory of leading for a chance to guide a great leader&#039;s skein.&lt;br /&gt;
&lt;br /&gt;
==Kallavesi Mysticism==&lt;br /&gt;
{{CaptionedImage|file=kallavesi_stormcrow.jpeg|align=right|caption=The Stormcrow at the gates of Dawn.|width=250}}&lt;br /&gt;
Regardless of their calling, the followers of this tradition have a preoccupation with spiritual matters. The magical practices of the [[mystics]] are well known, but are only one example of the way the Kallavesi weave mysticism into every walk of life. Warriors, thanes, diplomats, artisans, and scops alike draw on the deep well of Kallavesi esoteric understanding to guide their path.&lt;br /&gt;
&lt;br /&gt;
The Wintermark customs surrounding [[Wintermark_culture_and_customs#Birds_and_feathers|birds and feathers]] are well known, but they are even more pronounced with the Kallavesi. According to mystic lore, a bird’s wisdom is contained in its feathers. Kallavesi often make a point of collecting and wearing any feathers they find, seeking to gain mystical insight by absorbing the discarded thoughts of the bird that shed them. &lt;br /&gt;
&lt;br /&gt;
Like their Suaq cousins, some Kallavesi warriors choose certain beasts as personal totems, often wearing a beast skull or leather and bone mask as a helmet. The meaning a beast has may be quite subjective drawing on personal symbolism and idealised imagery. One Kallavesi warrior might wear a wolf helmet to draw on the fierce [[Loyalty]] of the wolf pack, while another might favour a wolf-skin cloak as a reminder of the [[Courage|bold]] ferocity the wolf shows against threats.&lt;br /&gt;
&lt;br /&gt;
A few Kallavesi also keep the traditions of ancestor reverence alive among the Winterfolk. Before the Way, the three peoples honoured their ancestors as exemplars of heroism and the right way to live. Since joining the Empire, some Kallavesi have continued to quietly teach the stories of honoured ancestors with the same weight as the stories of exemplars and paragons. There has always been a great deal of interest in having these ancestors recognised as paragons and exemplars by the Imperial Synod.&lt;br /&gt;
&lt;br /&gt;
==Further reading==&lt;br /&gt;
* [[Wintermark Look and Feel#Kallavesi|Kallavesi]]&lt;br /&gt;
* [[Kallavesa]]&lt;br /&gt;
* [[Mystic]]&lt;br /&gt;
* [[Wintermark_religious_beliefs#Stormcrow|Stormcrows]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wintermark]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Kallavesi_stormcrow.jpeg&amp;diff=95000</id>
		<title>File:Kallavesi stormcrow.jpeg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Kallavesi_stormcrow.jpeg&amp;diff=95000"/>
		<updated>2022-08-30T18:42:05Z</updated>

		<summary type="html">&lt;p&gt;Harry: Photographer permission from Rebecca Moody, subject permission from subject&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photographer permission from Rebecca Moody, subject permission from subject&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_hearth_magic&amp;diff=94203</id>
		<title>Urizen hearth magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_hearth_magic&amp;diff=94203"/>
		<updated>2022-08-04T10:14:09Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Cession */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Light1.jpg|title=Lightstones bring illumination to even the darkest places|align=right|width=350}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In the world of Empire, formal magic is the application of learning and willpower to create supernatural effects. There is another form of magic, however which does not require the user to be a magician. [[Hearth magic]] employs the innate natural magic of the world to produce subtle but significant effects in much the same way that a compass needle always points true north. The magic is not based on the abilities of a magician, but relies on the innate mystical properties of the world. Hearth magic is usually subtle rather than potent, and where formal magic is predictable and reliable, hearth magic is none of these things.&lt;br /&gt;
&lt;br /&gt;
While the principles that underlie hearth magic are common throughout the world, among every nation there are certain specific practices, customs, or traditions that draw on the power of the world&#039;s innate magic. Often these proud customs are nothing more than traditions - but sometimes their practice taps into some facet of the world resulting in a truly magical effect. The Urizen are no exception to this - but their understanding of hearth magic reflects the emphasis they place on philosophy and scholasticism.&lt;br /&gt;
&lt;br /&gt;
You can learn more about hearth magic, what it is and how it works, [[hearth magic|here]].&lt;br /&gt;
&lt;br /&gt;
==Assurance==&lt;br /&gt;
Oaths, vows, debts, and obligations represent some of the best known hearth magics in the Empire. In Urizen it is understood that simply to give your assurance that you will do something creates a change in the world - one that can be for weal or woe. Some philosophers believe that a person&#039;s words shape their destiny - others claim that it is the Creator who holds you to account, demanding that you make good on your claims or else face the consequences. Nobody is certain why this hearth magic works the way it does - only that it works.&lt;br /&gt;
&lt;br /&gt;
The most common view of assurance, is that the degree of passion, the level of commitment to the words spoken is important, as is the nature of the thing to which you commit yourself. A casual statement that you intend to take supper after dark is not going to move the stars no matter what time you eat. But a sworn vow to destroy the Druj, sealed with a drop of blood taken from each thumb, before a circle of seven of your peers is a thing of power.&lt;br /&gt;
&lt;br /&gt;
The Urizeni practice of perfecting [[Urizen culture and customs#Poise|poise]] is an important asset for those who seek to master the hearth magic of assurance. Those who give in to their emotions can easily find themselves moved to speak in anger, committing them to a path they cannot travel. Those who master their emotions release them only when the moment is right gaining power from their words by committing themselves to a path they have rationally chosen.&lt;br /&gt;
&lt;br /&gt;
The [[Druj]] famously do &#039;&#039;&#039;not&#039;&#039;&#039; keep their word, and many Urizen scholars argue that the debased nature of their society is the inevitable consequence of just such foolishness. Those who do not wish to suffer the same fate as the Druj take care with the commitments they make and provide assurances only after careful consideration. They strive to be as clear as possible about their intentions lest they unwittingly give their assurance to something over which they have no claim.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Assurance in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
The simplest way to invoke the hearth magic of assurance is be measured in your speech, and be mindful of any claims you make. You don&#039;t want to suffer the misadventure that befalls those who inadvertently commit themselves to some undesirable course of action, so control your emotions and be certain that you can make good on what you say. By roleplaying the belief that breaking your word, even unknowingly, will bring consequences on your head then you can add weight and importance to all the things you say you will do.&lt;br /&gt;
&lt;br /&gt;
If you do have cause to give an assurance, perhaps to swear an oath or a vow of some kind, then you should throw caution to the wind and invest your words with as much emotion and significance as possible. The Urizeni are not passionless, they seek to channel the strength of their emotions at the perfect moment. If you are certain that this is the right course of action, then this hearth magic encourages you to play up the drama and significance of such things to maximise the benefits. &lt;br /&gt;
&lt;br /&gt;
If you are forced to break your oath or repudiate some assurance you have given, then you can roleplay the misfortune that is bound to come your way as a result. Leaning in to the roleplaying around breaking your word is a great way to create drama for yourself and others, even if that just means roleplaying that any misfortune that falls on your head is a result of your perfidy or mistakes.&lt;br /&gt;
&lt;br /&gt;
When dealing with others, especially eternals, it can be appealing to try to find some clever interpretation of a promise that perfectly fits an agreement but is not what either party expected. A deal &#039;&#039;&amp;quot;to provide Prospero with that which you value above all other things&amp;quot;&#039;&#039; could be satisfied in a number of ways, depending on your characterisation. But this hearth magic is largely impervious to grammatical pedantry because it is rarely satisfying to welch out of your sworn oath by finding some rhetorical trick that renders your words moot. Doing that just renders your own actions meaningless and robs the things you have done of drama and significance.&lt;br /&gt;
&lt;br /&gt;
==Cession==&lt;br /&gt;
{{CaptionedImage|file=Illumination.jpeg|caption=A considered gift is deep magic.|align=right|width=350}}&lt;br /&gt;
There is a deep hearth magic in the giving of gifts - in the ceding of something to another. To be most effective the offering must be meaningful and significant to the person who gives it up and to the person who receives it. A small gift of money from one merchant prince to another is of little note - but a steel ring from their third finger has powerful meaning for both of them. Gifts given in this way may gain power or significance out of proportion to their value. It is very rare for a gift to gain magical powers as a direct result, but the act of giving it up may change it in some way. It is an observable fact that many notable items in Imperial history were at some point significant gifts. Much more common is that the gift will prove crucial at some future time, changing the fate of those who are tied to it.&lt;br /&gt;
&lt;br /&gt;
While other nations often view cession in material terms, the Urizeni understand that knowledge is often the most significant thing one person can give another. Urizeni teachers shared their knowledge of ritual magic with every nation when their joined the Empire, and they did so again when the Imperial Orcs were admitted. Knowledge is only rarely seen as a gift in other nations, because the naive assume that nothing is given up by sharing it. But knowledge is power - those who give knowledge away choose to give up that power. It is one thing to be the only coven in the world with mastery of a given ritual - it is quite another for it to be a part of the common knowledge of Imperial lore. Choosing which knowledge to conserve and which knowledge to give up is a dilemma faced by many Urizeni&lt;br /&gt;
&lt;br /&gt;
Gifts must be given freely to work their magic though - cession cannot be compelled or obligated. Stealing something of significance can bring hearth magic consequences - there are plenty of stories in the Empire of how the theft of an important item or secret lore backfired on the thief. In particular, stolen [[Magic_items#Artefacts|artefacts]] or magical knowledge can twist and distort when used, bringing fitting curses on the one who stole them. The strength of this hearth magic appears to require an element of betrayal - stealing from someone who is your friend or ally is much more likely to have a bad result than stealing from an enemy. As with the giving of gifts, there is an element of significance here - the more the parties involved consider the theft to be a betrayal the more backlash there is.&lt;br /&gt;
&lt;br /&gt;
Gifts are usually important and significant - but they are not always beneficial. A gift given in malice or treachery can be dangerous if accepted. It is wise to consider carefully the provenance of any gift as well as who it comes from. If it is truly a gift - then it can be declined without consequence - but it cannot be accepted without consequence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Cession in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
If you want to influence an important character - someone connected to you in the net of the heavens - then think about a gift you might give them. You might try and find out as much as you can about their character to seek out a gift that is particularly fitting. A present doesn&#039;t need to be in-character or out-of-character expensive - the best gifts are things that have a credible but interesting story. Giving a quill that was once owned by the founder of your spire is a rare gift that a character might realistically be able to acquire that doesn&#039;t need a ribbon or an expensive phys-rep. In some ways the roleplaying that surrounds the actual gift-giving is more important than the physical item itself.&lt;br /&gt;
&lt;br /&gt;
If you accept a gift, then look for ways to make it meaningful in a way that adds to your character&#039;s story. Use the gifted quill to address your winged messengers. Carry the sword into battle. Wear the gifted sash when you go to the Senate. Leaning in to the idea that gifts are important can lead to all kinds of emergent narrative as well as reflecting the roleplaying of the person who gave it to you. When recounting stories, it can be fun to assign any success or good fortune to the influence of a significant gift.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that not all gifts bode well for those who accept them - both the [https://en.wikipedia.org/wiki/White_elephant white elephant] and the [https://en.wikipedia.org/wiki/Trojan_Horse trojan horse] represent gifts that are intended to bring harm to the receiver. It is entirely appropriate to ask after the provenance of the gift, where is it from, who made it, what purpose is it intended for., and more importantly &#039;&#039;why&#039;&#039; someone is giving it to your. It is also perfectly acceptable to refuse a gift, and finding a way to do so politely or without giving away your distrust of the gift or the giver can be a fun roleplaying challenge.&lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
An important idea in formal magic and hearth magic is the principle that [[Ritual_theory#The_Law_of_Essence|everything has an intrinsic essence]], a fundamental set of characteristics that make it what it is. The essence of something is irreducible; it literally represents the qualities which are &#039;&#039;essential&#039;&#039;. If you remove an essential part of something then the thing ceases to be what it was and becomes something else.&lt;br /&gt;
&lt;br /&gt;
The essential nature of a thing is much more than just its physical essence. A suit of armour worn by a hero might endure unchanged for centuries. Over time parts of the armour might become damaged beyond repair and need to be replaced by an equally skilled smith. But if is treated well, it is still the same suit of armour even if every part of it is replaced, because its essential nature endures untouched.&lt;br /&gt;
&lt;br /&gt;
The use of symbols is the most common way to employ the hearth magic of essence. For example certain animals and birds are understood to be connected to the virtues, so an association with the appropriate creature will work to make someone more virtuous. Of course most people don&#039;t carry a bird with them but art that depicts a bird still works, because it shares many of the essential qualities of the bird itself. Such art might painstaking attempt to faithfully depict the bird in question or, [[Wintermark_look_and_feel#Icons_and_Artistry|as with Wintermark drawings of birds]], but is equally effective to reduce the image to something more essential. These symbolic forms are just as effective because they capture the immutable nature of the bird in question.&lt;br /&gt;
&lt;br /&gt;
For the Urizen, the purest expression of these symbolic forms are to be found in the [[astronomancy|astronomantic]] constellations. A door that is marked with a faithful image of the [[The_Key_and_The_Lock#The_Lock|the Lock]] becomes harder to open without the key. A garden planted in the shape of [[the Fountain]] will grown lush and wholesome plants. &lt;br /&gt;
The hearth magic can be invoked by laying things out in the shape made of the constellation, or by employing an image of the thing the stars represent. For example, the Urizen banner that hangs in the Senate uses both an image of a bird with bright plumage and a depiction of the stars themselves to invoke the symbolic power of [[the Phoenix]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Essence in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
The easiest way to evoke essence is by including images and sigils on your costume, using them to decorate your tent, or painting them on your body. You might try to reduce something down to its barest essentials - four circles in a lopsided rectangle to evoke [[the Door]]. You might lean toward something more geometric - painstakingly drawing lines to connect the nodes of a constellation at just the right angle. You might go the other way, and evoke [[the Phoenix]] by creating representative or abstract paintings to hang in your tent to impart the idea of learning and seeking perfection to anyone who spends time in your tent.&lt;br /&gt;
&lt;br /&gt;
Another way to invoke this hearth magic is to be constantly alert for symbols and signs, and draw attention to them. It can be tricky to do effectively, but finding a symbol, talking about what it means, and using it to guide your roleplaying can lead in very interesting directions. Simply saying &amp;quot;that Jotun has a wolf head cloak, so we should expect them to act like a wolf, and we can weaken them by separating them from their friends&amp;quot; may go horribly wrong or it may lead to a great emergent narrative. &lt;br /&gt;
&lt;br /&gt;
Talking to people about the symbols they surround themselves with is also a way to start a conversation - either by making assumptions about them based on the essential nature of those symbols or by simple enquiring as to their meaning.&lt;br /&gt;
==Space==&lt;br /&gt;
The notorious Urizeni [[Urizen_culture_and_customs#Privacy_and_politeness|insistence on personal boundaries]] is not just a matter of etiquette, it is informed by their understanding of the magic of boundaries. Many people are aware that [[spellcasting]] requires touch to be effective, that a pronouncement of doom can only be delivered by someone who is close enough to touch you, but the truth runs much deeper than this. Contact between people creates associations between them which can have unforeseen consequences. Such consequences might be minor, an interruption that disturbs your [[arete]] or your poise, but the risks are potentially much higher. Letting another person into your personal space, lowers your defences and leaves you vulnerable, so it is only prudent to be careful. &lt;br /&gt;
&lt;br /&gt;
Urizeni often set their personal space based on three fundamental boundaries. The first boundary is the limits of the human body, the point at which another being physically touches you. The second boundary is the point at which a person enters your personal space, the point at which they come close enough to touch you. The final boundary is when a person enters your property, where someone enters the physical space over which you claim dominion. For most Urizeni that is their personal rooms, but an arbiter might well see their entire spire in such terms, and a senator might see their entire territory that way.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Space in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
The Urizeni understanding of space complements the nation&#039;s social customs and provides a metaphysical basis for their approach. If a character asks why the Urizen are so stand-offish about personal contact you can explain the dangers involved in allowing another person to cross one of your personal boundaries.&lt;br /&gt;
&lt;br /&gt;
This hearth magic is about much more than simply justifying an insistence on personal space. Using the hearth magic to mark out a space over which you can claim dominion allows you to determine who enters and who doesn&#039;t - and creates opportunities for conflict with people who trespass on a place you have claimed for yourself. The obvious place to do this at Anvil is with your tent or your camp - but you don&#039;t have to restrict it to this. If you are part of a [[coven]] that uses the Imperial [[regio]] for example, then you might take steps to claim it as your own by marking the boundaries in an appropriate fashion or by otherwise stamping your coven&#039;s identity onto the area for the duration of your ritual. When visiting someone else&#039;s camp or tent, waiting until you are invited to enter and insisting on an invitation can emphasise the idea that you are passing through someones&#039; outer boundary and evoke this hearth magic.&lt;br /&gt;
&lt;br /&gt;
The importance of space also gives you a basis to make issues about your personal space significant. Allowing someone to pass one of your boundaries without comment, or inviting them to do so, can create a powerful character moment. You can invest emotional weight in a scene simply by inviting someone to take a seat next to you - or simply by accepting a hand outstretched in greeting. Equally you can make your feelings clear about someone by pointedly refusing such a gesture, or by moving yourself so that they are no longer close.&lt;br /&gt;
==Witness==&lt;br /&gt;
Deeds become more consequential when people witness them. They gain meaning and significance - and in the right circumstances they gain power. An oath sworn alone may be important, but a ceremonial oath pledged in front of an audience assembled to hear it is far more potent. Urizen ritual groups sometimes invite people to act as witnesses to their rituals for this reason. &lt;br /&gt;
&lt;br /&gt;
A witness need not be living for to be effective. A human statue looking out from a fountain is still a witness, even if it is forever mute to what it has seen. Many people across the Empire will carve gargoyles and other watchers onto buildings, gables and lintels, with little true understanding of what they are doing other than the knowledge that such things can help to keep the occupants safe some how. The more sophisticated approach employed in Urizen, is to reduce the power of witness to its essential form, the eye. This is one of the reasons that the eye is such an effective symbol of vigilance. In Urizen, eyes are often carved or painted onto surfaces to give additional significance to events that take place near them, and to remind those present that their deeds are seen. The sun and the moon are sometimes used to symbolise the “Eyes of the Heavens.” Events performed when the sun is clearly visible in the sky are “witnessed” by the sun. At night the moon, especially the full moon, observes events. If one truly wishes to act in secrecy then one should act under the new moon, or when the moon is not visible in the sky.&lt;br /&gt;
&lt;br /&gt;
A carved eye cannot be controlled, it stares unblinking, witnessing all - but you can always control where your own eyes fall. What this hearth magic shows is that there can be no impartial witness, standing on in mute testimony to events. Merely to observe something is to empower it - simply watching someone act is lending them your support. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Witness in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
Using this hearth magic is often about being generous with other people&#039;s roleplaying. If someone is swearing an important oath - then the best way to make that moment significant is for an audience to gather to witness it. By working with other players, you can make important roleplaying moments be crucial for the game just by choosing to be there to see them happen. And you don&#039;t have to be silent throughout - while it&#039;s best not to detract from a dramatic moment - it&#039;s not a breach of poise to applaud, cheer, or salute when the time comes.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re careful, you can also use this hearth magic in reverse. If there are ignominious deeds taking place of which your character does not approve, then you might proclaim your refusal to stand witness to such things and turn on your heel and walk away. Doing so at the right time can add to the drama of the moment for everyone - especially if others follow your lead. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote&amp;gt;Darkness cannot drive out darkness; only light can do that.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Illumination==&lt;br /&gt;
Light dispels darkness and allows one to witness deeds that might otherwise go unseen. It drives away confusion and mystery, and exposes poisonous secrets. &lt;br /&gt;
Natural light is potent, but artificial light - light harnessed with mirrors or lenses, or produced by lightstones - is much more effective in this regard. People in well lit rooms find it easier to concentrate or focus. It can have a calming effect, dispelling confusion and bringing clarity. It&#039;s easier to learn, and easier to teach, in brightly lit environments.&lt;br /&gt;
&lt;br /&gt;
The heliopticon is an example of the Urizen skill with manipulating light, while the magical lightstones they invented are another. A common light in Urizen homes is a single lightstone or brazier surrounded by mirrors and lenses that focus and direct the light into all corners of a chamber. In enclosed environments such as Urizen spires and mines, fire is less than ideal. Consequently they prefer to light these places with either natural light, luminescent plants and crystals, or the reflected light of the sun or a single beacon.&lt;br /&gt;
&lt;br /&gt;
Light can reveal falsehoods, or hidden details. Divinations performed in illuminated areas may sometimes prove more effective, while liars often turn their face away from a source of light before they utter a falsehood. It can also penetrate disguises - there is a common element to Urizen stories that the shadow cast by a shapechanger will match its true form or otherwise betray its sinister nature. Many unnatural creatures - especially malignant ghosts, spiteful tulpas, and malicious heralds find it difficult to enter well-lit areas and may in some cases actually be harmed by a bright, clear light.&lt;br /&gt;
&lt;br /&gt;
The other side to this hearth magic is that events that take place in complete darkness often acquire a sinister overtone. Some groups actively exploit this. Conspirators for example might do well to meet under cover of total darkness - apart from the obvious advantages in concealing people&#039;s identities, there is some evidence that it makes it much harder to uncover details about such a meeting with magic. Eternals such as [[Kimus]] and the [[Whisper Gallery]] in particular are known to struggle to learn about things that happen in pitch blackness. There is a common belief in Urizen that things that happen in dark or shadowy environments naturally tend toward the nefarious and underhand.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Illumination in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
More than any other characters, an Urizen is likely to ensure they have a personal light source if they go out in the dark. [[Technology#Lightstones|Lightstones]] were created specifically to give Urizen players in particular options to use more modern lighting solutions that also have the feel of being magical.&lt;br /&gt;
&lt;br /&gt;
Illumination can&#039;t provide a [[Roleplaying_effects#Overcoming_Roleplaying_Effects|source of spiritual strength]] by itself - although for an Urizen it makes sense to create [[consecration]] or magically enchanted areas such as the [[Chamber of Pallas]] in areas that are well lit. Rather, when you are in a place with good illumination, you are free to change your roleplaying slightly. To feel more focused, or to master confusion, pain, or negative emotions to some degree. It&#039;s obvious that one requires light to read something, but its entirely natural for an Urizen to want the best light available before they will read anything on the understanding that the better the light the easier it will be for them to take in. Insisting on taking a letter or a book to a well lit area - where coincidentally there are a number of other Urizen - can also be a way to involve other people in your roleplaying.&lt;br /&gt;
&lt;br /&gt;
Light is not a truth spell - nothing in Empire can compel you to be honest. But if you&#039;re roleplaying an emotional scene, especially one with another Urizeni, and you want to give away the fact that your character is being deceptive, subversive, or holding something back, then turning your face away from the light when you speak is a great way to dramatically signal what you&#039;re doing. If you want to be more subtle, you might put your hand briefly between you and the light to cast your mouth in shadow when you speak. Alternatively, if you&#039;ve decided that the moment has come to confess something, then entering a brightly lit area might be the final justification your character needs to spill their darkest secret.&lt;br /&gt;
&lt;br /&gt;
The belief that conspirators and schemers meet in darkness can be flipped over such that an Urizen character might insist on having all significant meetings in areas that are as brightly lit, and being suspicious of anything that is done in darkness or shadow. People who go about without lights, for example, are often up to no good in the eyes of many Urizen.&lt;br /&gt;
&lt;br /&gt;
==Truth==&lt;br /&gt;
Truth has a way of making itself known. Deception is fragile and can shatter at any moment, as the truth reveals itself. All mortal beings feel a desire to tell the truth - though some are more practised at resisting that urge. People have an instinctive ear for truth - they know it when they hear it - and speak of words having the &amp;quot;ring of truth&amp;quot; to them. All of these things are a reflection of the fact that the truth strives constantly to be discovered.&lt;br /&gt;
&lt;br /&gt;
Reams of philosophy have been written in Urizen about the power of truth. A common Urizeni view is that the world is divided into those things which are truth, and those which are only supposed or imagined. As a result, some Urizen devote themselves to personal quest for truth, whether that be self-knowledge, [https://en.wikipedia.org/wiki/Gnosis gnosis], or political or historical truths like those pursued by many [[Urizen_leadership#Torchbearers|torchbearers]]. This pursuit of truth exacerbates conflict between Urizen scholars who insist that the quest for unvarnished truth is the only correct way to proceed, and the more popular Highborn approach that truth is different to fact and that inspirational fiction is more valuable than unvirtuous fact. Others adopt a more nuanced interpretation, claiming that truth is a quality that an idea or a thing might possess to a greater or lesser extent. After-all, the most effective lies are those that contain a kernel of truth.&lt;br /&gt;
&lt;br /&gt;
[[Wisdom]] teaches that all knowledge is incomplete. Truth is a powerful hearth magic; plans based on truth will succeed where others fail, but it is not necessary for every assumption to be correct. The key to effective action is to know one thing truthfully - and to make that the keystone of your actions. The truer the foundations, the stronger the building you will erect.&lt;br /&gt;
&lt;br /&gt;
Revealing the truth can be destructive. The truth destroys falsehoods, tearing them apart, shattering the lives of people or communities whose foundations are built on those lies. Despite this, Urizen scholars largely agree that there is no truth that &amp;quot;humans were not meant to know&amp;quot;. The truth wants to be known - that is its essential quality. A truth may be unsettling or upsetting - it might even harm people when it comes to light - but these effects come from the destruction of comfortable lies not from the truth itself. The idea that simply knowing a fact might somehow harm the mind, or drive someone mad, is laughable. &lt;br /&gt;
&lt;br /&gt;
Truth is also a requirement for any magic to function at all. Only a fool would imagine that you can deceive [[Ritual_theory#The_Law_of_Presence|the law of presence]] by falsely claiming to be in the presence of something when you are not. But nor can you fool the law of dominion by claiming to have authority over something when you do not. The laws of magic only work on the quintessential truth of something. So an army can be enchanted by targeting the general who has authority over it, or by targeting the egregore who has a bond with it, but it can&#039;t be enchanted by targeting the adjunct, because their authority lacks the fundamental truth of dominion.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Truth in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
Seeking out the truth can be a character calling, but regularly asking &amp;quot;Is that true?&amp;quot; or &amp;quot;What actually happened?&amp;quot; can lead to interesting roleplaying moments. Likewise, questioning the provenance of information you receive from another character, or examining truths people take for granted, can lead your character in unexpected directions. Be careful not to take this too far - there is no value in questioning the information presented in winds of war and winds of fortune - but it can be interesting to challenge people when they put forward their character&#039;s opinions and views on things.&lt;br /&gt;
&lt;br /&gt;
You can practice this hearth magic simply by sticking to the truth and the facts as much as possible. This can be especially true when you are writing things down, in a journal or report, or when you are presenting something to a group of people. The Urizen don&#039;t believe that truth is subjective or relative - something is either true or it isn&#039;t - and taking this slightly adversarial stance can also lead to interesting roleplaying moments for you and the people you deal with.&lt;br /&gt;
&lt;br /&gt;
This hearth magic concerns important truths - the facts that people base their decisions on. It doesn&#039;t preclude the kind of social falsehoods we all practice day to day - the Urizen do not believe it is dangerous to tell someone they look nice if that&#039;s not entirely true for example. Urizen writers are no less likely to use poetic language than anyone else - everyone understands that metaphors are not meant to be taken as literal fact. But they do believe that truth should be the basis for action. Attempting to build a magical ritual on a false premise is to invite disaster; Urizen characters would argue that this applies to everything in all levels of Imperial life.&lt;br /&gt;
&lt;br /&gt;
Finally, when the truth does come out, or something built on a foundation of lies collapses, it is entirely appropriate for Urizen characters to be the ones to say &amp;quot;I told you so&amp;quot; and point out the many ways in which avoiding the truth has lead to disaster.&lt;br /&gt;
{{Urizen Links}}&lt;br /&gt;
[[Category:Hearth Magic]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_people&amp;diff=94202</id>
		<title>Urizen people</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_people&amp;diff=94202"/>
		<updated>2022-08-04T10:13:54Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Archetypes */&lt;/p&gt;
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&lt;div&gt;{{CaptionedImage|file=Urizen Games.jpg|caption=An [[ambition|ambitious]] people with a desire for order in all things.|align=right|width=600}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Urizen live in the mountains in settlements called [[spires]]: clusters of buildings, halls, galleries, and balconies that are carved into a hilltop or the side of a mountain peak. Spires tend to specialise: a given spire might be known for its fine craftsmanship, the beauty and artistry of its musicians, its dedication to martial affairs, or its mastery of one or more spheres of magical power. &lt;br /&gt;
&lt;br /&gt;
These majestic peaks have shaped Urizen society. They are defensible, but can only support a small population. As a result, Urizen is the smallest nation in terms of population, although its numbers have been slowly increasing since it joined the Empire. The small size gives every person a clear sense of their own importance and their place in the community. The Urizen philosophers claim that the high peaks allow them to maintain a sense of perspective on the world, giving them a physical distance from the turmoil of day-to-day life in the Empire that allows them to be able to consider problems dispassionately. &lt;br /&gt;
&lt;br /&gt;
The Urizen prize rationality and learning above all other qualities. They favour an ordered approach to life and their culture is shaped by the philosophies and ideals they have embraced. They are an ambitious people with a desire for perfection in all things and most Urizen spend what time they can in study, contemplation, and practice. Scholars and philosophers are prominent, but magic is considered the highest discipline of all in Urizen and their most prominent citizens are usually powerful mages. &lt;br /&gt;
&lt;br /&gt;
Urizen love to see practical applications of knowledge, lore, and philosophy. While learning for its own sake is laudable, the Urizen value much more highly knowledge that is used to create tangible benefit — to change the world, even in a small way. They are credited with creating whole branches of natural philosophy and mathematics, formalising and codifying ideas such as algebra, geometry, and trigonometry. They are most proud of practical inventions such as the telescope, or the many magical rituals they have created. They apply their learning to make their lives more comfortable and fulfilling, and strive for the ideal of achieving something elegantly and with the least expenditure of effort.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Aristotle&amp;quot;&amp;gt;All people by nature desire knowledge.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Urizen aspires to a sense of timeless tranquillity. They seek to cultivate serenity and calm in themselves and in their environment. Most Urizen live a structured life that provides a foundation for them to build their identities around. They are not moribund or calcified, but disruption of the personal daily routine is a clear sign that there are problems that demand their attention.&lt;br /&gt;
&lt;br /&gt;
A desire for order and perfection in all things is what drives most Urizen. They seek mastery of the self, often through philosophies such as [[arete]] and [[Urizen Culture and Customs#Poise|poise]], and they employ the teachings of the [[Net of the Heavens]] to make the world around them flawless and sublime. Most strive to move the Empire towards a utopia. While different spires disagree on what constitutes the perfect society, they broadly agree it should involve the largest amount of happiness for the largest number of people. &lt;br /&gt;
&lt;br /&gt;
The archetypal Urizen is an educated person who applies their learning and discipline to every part of their life. An individual Urizen might easily be an implacable blade-master, oratorical reformer, dedicated natural philosopher, wise theologian or powerful magician. Wherever possible, they seek to expand their understanding of the world and their role within it, and apply that understanding to achieve their goals.&lt;br /&gt;
==Archetypes==&lt;br /&gt;
{{CaptionedImage|file=Contemplation.jpeg|caption=The contemplation that leads to perfection.|align=right|width=350}}&lt;br /&gt;
&amp;lt;table style=&amp;quot;float: right; width: auto; margin-left: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot;&amp;gt;Urizen Archetypes&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;[[Arbiter]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;[[Sentinel]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Architect]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Stargazer]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Illuminate]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sword scholar|Sword Scholar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mage]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Torchbearer]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Seer]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Questor]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
There are magicians, priests, warriors, and traders of every stripe in every nation in the Empire. An archetype represents a specific attitude or approach to a given role that reflects cultural values and common ambitions of a nation. Choosing an archetype helps to define your character; it provides roleplaying hooks and ready-made character goals, but it also places demands on your character in terms of how you portray them. Selecting an archetype is optional, and it&#039;s better not to pick one if none of them appeal to you.&lt;br /&gt;
&lt;br /&gt;
Urizen is a nation of magicians, and the average citizen aspires to master magic if they can. Among the most accomplished magicians there are several identifiable roles that citizens gravitate to. [[Stargazer|Stargazers]] are scholars of magical lore who possess a deep and powerful love of magic in all its forms. Even the most cerebral stargazer is excited by magic - exuberant in their desire not just to perform it, but to deepen their understanding of it. They push the boundaries of magic, seeking out new understanding, uncovering new secrets, and performing new rituals that have never been cast before. &lt;br /&gt;
&lt;br /&gt;
In contrast, both [[seer|seers]] and [[mage|magi]] see magic as a tool with which to achieve a higher goal. Seers believe that perfect understanding is the key to unlocking the Net of the Heavens. Seers strive to direct the future by discovering everything they can about the world, especially through magical means, and sharing that information with those they believe can use it best. The mages (or magi) are the political magicians of Urizen. They see the application of magic as fundamentally political in nature, something that can be used to change the world for the better, but only when used wisely. They use their magical abilities to help their allies to try to build webs of favour and influence. &lt;br /&gt;
&lt;br /&gt;
Although Urizen is famed for its magicians, it is also a nation of philosophers. In Urizen priests who use their understanding of the Net of the Heavens to perfect the world are called [[illuminate|illuminates]]. Unlike many other Imperial priests, their focus is on trying to enable virtuous citizens to gain power in the Empire, preferably at the expense of those whose actions demonstrate a lack of virtue. By contrast a [[questor]] is any Urizeni priest who wishes to perfect [[the Doctrines of the Faith]]. They pursue deep philosophical questions searching for new insights into moral philosophy, the mind of the creator and the telos or purpose of life. Rather than guide the actions of others, they prefer to use probing questions to encourage their congregations to seek their own conclusions.&lt;br /&gt;
&lt;br /&gt;
Urizen is threatened by the [[Druj]] to the east and by the [[Grendel]] to the south. For defence it relies on the dedication of its [[sentinel|sentinels]], who embrace the arts of war with the same passion and commitment that their fellow Urizeni study magic. A respected sentinel is much more than just a skilled warrior - they are expected to study strategy, tactics, logistics, history, magic, and diplomacy. Anything that might influence the outcome of a battle falls within the domain of the sentinel. Their great rivals are the [[sword scholar|sword scholars]], warrior priests with a passionate dedication to wisdom and reason. They exhort the virtuous to test what they learn, and oppose the Imperial Synod because they believe that obedience to a higher authority stifles virtue. They challenge anyone who presents claims of revelation, rejecting everything that is not founded in logic and evidence.&lt;br /&gt;
&lt;br /&gt;
For leadership, Urizen looks to it&#039;s [[arbiter|arbiters]]. Arbiters are civic-minded administrators chosen to lead the spires, citadels, and temples of Urizen by their fellows. They are focussed on ensuring the good of their spire, their territory, and their nation, usually in that order. Committed to the wellbeing of their community, arbiters are the backbone of Urizen, collectively striving to ensure the safety and prosperity of all. If you are part of a group then it is good idea to create your own [[spire]] and choose one among you to be your arbiter.&lt;br /&gt;
&lt;br /&gt;
Few people in Urizen are motivated by money for its own sake but [[Architect|architects]] are interested in economics and fascinated by the way that money moves around and influences the world. Much more than mere traders, they see money as a powerful tool for influencing people and changing society for the better. Through investment and mercantile activity they seek to change the world around them.&lt;br /&gt;
&lt;br /&gt;
One of the most famous Urizen archetype is the [[torchbearer]]. Magician, priest or warrior, anyone who has a commitment to the truth can be a torchbearer. They strive to keep their fellow citizens informed about current events, but they also delve into the past to make sure that the Empire is built on solid foundations. They dislike falsehood and secrets, especially political secrets, and regularly clash with those who value a palatable lie over a painful truth as well as those with something to hide.&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
Urizen names are inspired by Roman and Byzantine names. They do not use the classical Roman three part name, and comic pidgin Latin should not be used, but the classical roots give a single name the right air of timelessness.&lt;br /&gt;
&lt;br /&gt;
Formally, all Urizen append the name of their spire to their title. Spires are small enough that the occupants can avoid naming children with names used by other living residents of the spire, so the Urizen have no need of family names. If two Urizen with the same name do end up living in the same spire then one or both of them are usually given an appropriate epithet by the peers, e.g. &amp;quot;Portia the younger&amp;quot;.&lt;br /&gt;
{{CaptionedImage|file=UrizenTeaching.jpg|caption=Philosophers and teachers who favour an ordered approach to life.|align=right|width=450}}&lt;br /&gt;
[[Spire]] names tend to be in English, and are usually descriptive. For example; Evenspire, White Marble Temple, Citadel of the Immaculates.&lt;br /&gt;
&lt;br /&gt;
===Sample names===&lt;br /&gt;
Adula, Aeneas, Alba, Aquila, Belisari, Camilla, Cyrus, Drusus, Felix, Flavia, Florian, Hadrian, Julia, Livia, Majorian, Martina, Marcus, Megaris, Nicasia, Octavia, Octavius, Priscilla, Portia, Sabina, Seneca, Severus, Sophia, Tacitus, Tiberius, Tatiana, Vaanes, Valeria, Zeno.&lt;br /&gt;
&lt;br /&gt;
N.B. Whilst some names are inspired by real world names which may be given to specific genders, Empire is a gender blind setting and people of any gender choose any name they like that is appropriate to their nation.&lt;br /&gt;
&lt;br /&gt;
===Naming resources===&lt;br /&gt;
* [http://www.behindthename.com/names/usage/ancient-roman Roman names]&lt;br /&gt;
* [http://www.peiraeuspubliclibrary.com/names/medievalnames/byzantine.html Byzantine names]&lt;br /&gt;
&lt;br /&gt;
{{Urizen Links}}&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_people&amp;diff=94201</id>
		<title>Urizen people</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_people&amp;diff=94201"/>
		<updated>2022-08-04T10:13:39Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Archetypes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Urizen Games.jpg|caption=An [[ambition|ambitious]] people with a desire for order in all things.|align=right|width=600}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Urizen live in the mountains in settlements called [[spires]]: clusters of buildings, halls, galleries, and balconies that are carved into a hilltop or the side of a mountain peak. Spires tend to specialise: a given spire might be known for its fine craftsmanship, the beauty and artistry of its musicians, its dedication to martial affairs, or its mastery of one or more spheres of magical power. &lt;br /&gt;
&lt;br /&gt;
These majestic peaks have shaped Urizen society. They are defensible, but can only support a small population. As a result, Urizen is the smallest nation in terms of population, although its numbers have been slowly increasing since it joined the Empire. The small size gives every person a clear sense of their own importance and their place in the community. The Urizen philosophers claim that the high peaks allow them to maintain a sense of perspective on the world, giving them a physical distance from the turmoil of day-to-day life in the Empire that allows them to be able to consider problems dispassionately. &lt;br /&gt;
&lt;br /&gt;
The Urizen prize rationality and learning above all other qualities. They favour an ordered approach to life and their culture is shaped by the philosophies and ideals they have embraced. They are an ambitious people with a desire for perfection in all things and most Urizen spend what time they can in study, contemplation, and practice. Scholars and philosophers are prominent, but magic is considered the highest discipline of all in Urizen and their most prominent citizens are usually powerful mages. &lt;br /&gt;
&lt;br /&gt;
Urizen love to see practical applications of knowledge, lore, and philosophy. While learning for its own sake is laudable, the Urizen value much more highly knowledge that is used to create tangible benefit — to change the world, even in a small way. They are credited with creating whole branches of natural philosophy and mathematics, formalising and codifying ideas such as algebra, geometry, and trigonometry. They are most proud of practical inventions such as the telescope, or the many magical rituals they have created. They apply their learning to make their lives more comfortable and fulfilling, and strive for the ideal of achieving something elegantly and with the least expenditure of effort.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Aristotle&amp;quot;&amp;gt;All people by nature desire knowledge.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Urizen aspires to a sense of timeless tranquillity. They seek to cultivate serenity and calm in themselves and in their environment. Most Urizen live a structured life that provides a foundation for them to build their identities around. They are not moribund or calcified, but disruption of the personal daily routine is a clear sign that there are problems that demand their attention.&lt;br /&gt;
&lt;br /&gt;
A desire for order and perfection in all things is what drives most Urizen. They seek mastery of the self, often through philosophies such as [[arete]] and [[Urizen Culture and Customs#Poise|poise]], and they employ the teachings of the [[Net of the Heavens]] to make the world around them flawless and sublime. Most strive to move the Empire towards a utopia. While different spires disagree on what constitutes the perfect society, they broadly agree it should involve the largest amount of happiness for the largest number of people. &lt;br /&gt;
&lt;br /&gt;
The archetypal Urizen is an educated person who applies their learning and discipline to every part of their life. An individual Urizen might easily be an implacable blade-master, oratorical reformer, dedicated natural philosopher, wise theologian or powerful magician. Wherever possible, they seek to expand their understanding of the world and their role within it, and apply that understanding to achieve their goals.&lt;br /&gt;
==Archetypes==&lt;br /&gt;
{{CaptionedImage|file=Illumination.jpeg|caption=The contemplation that leads to perfection.|align=right|width=350}}&lt;br /&gt;
&amp;lt;table style=&amp;quot;float: right; width: auto; margin-left: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot;&amp;gt;Urizen Archetypes&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;[[Arbiter]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;[[Sentinel]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Architect]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Stargazer]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Illuminate]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sword scholar|Sword Scholar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mage]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Torchbearer]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Seer]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Questor]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
There are magicians, priests, warriors, and traders of every stripe in every nation in the Empire. An archetype represents a specific attitude or approach to a given role that reflects cultural values and common ambitions of a nation. Choosing an archetype helps to define your character; it provides roleplaying hooks and ready-made character goals, but it also places demands on your character in terms of how you portray them. Selecting an archetype is optional, and it&#039;s better not to pick one if none of them appeal to you.&lt;br /&gt;
&lt;br /&gt;
Urizen is a nation of magicians, and the average citizen aspires to master magic if they can. Among the most accomplished magicians there are several identifiable roles that citizens gravitate to. [[Stargazer|Stargazers]] are scholars of magical lore who possess a deep and powerful love of magic in all its forms. Even the most cerebral stargazer is excited by magic - exuberant in their desire not just to perform it, but to deepen their understanding of it. They push the boundaries of magic, seeking out new understanding, uncovering new secrets, and performing new rituals that have never been cast before. &lt;br /&gt;
&lt;br /&gt;
In contrast, both [[seer|seers]] and [[mage|magi]] see magic as a tool with which to achieve a higher goal. Seers believe that perfect understanding is the key to unlocking the Net of the Heavens. Seers strive to direct the future by discovering everything they can about the world, especially through magical means, and sharing that information with those they believe can use it best. The mages (or magi) are the political magicians of Urizen. They see the application of magic as fundamentally political in nature, something that can be used to change the world for the better, but only when used wisely. They use their magical abilities to help their allies to try to build webs of favour and influence. &lt;br /&gt;
&lt;br /&gt;
Although Urizen is famed for its magicians, it is also a nation of philosophers. In Urizen priests who use their understanding of the Net of the Heavens to perfect the world are called [[illuminate|illuminates]]. Unlike many other Imperial priests, their focus is on trying to enable virtuous citizens to gain power in the Empire, preferably at the expense of those whose actions demonstrate a lack of virtue. By contrast a [[questor]] is any Urizeni priest who wishes to perfect [[the Doctrines of the Faith]]. They pursue deep philosophical questions searching for new insights into moral philosophy, the mind of the creator and the telos or purpose of life. Rather than guide the actions of others, they prefer to use probing questions to encourage their congregations to seek their own conclusions.&lt;br /&gt;
&lt;br /&gt;
Urizen is threatened by the [[Druj]] to the east and by the [[Grendel]] to the south. For defence it relies on the dedication of its [[sentinel|sentinels]], who embrace the arts of war with the same passion and commitment that their fellow Urizeni study magic. A respected sentinel is much more than just a skilled warrior - they are expected to study strategy, tactics, logistics, history, magic, and diplomacy. Anything that might influence the outcome of a battle falls within the domain of the sentinel. Their great rivals are the [[sword scholar|sword scholars]], warrior priests with a passionate dedication to wisdom and reason. They exhort the virtuous to test what they learn, and oppose the Imperial Synod because they believe that obedience to a higher authority stifles virtue. They challenge anyone who presents claims of revelation, rejecting everything that is not founded in logic and evidence.&lt;br /&gt;
&lt;br /&gt;
For leadership, Urizen looks to it&#039;s [[arbiter|arbiters]]. Arbiters are civic-minded administrators chosen to lead the spires, citadels, and temples of Urizen by their fellows. They are focussed on ensuring the good of their spire, their territory, and their nation, usually in that order. Committed to the wellbeing of their community, arbiters are the backbone of Urizen, collectively striving to ensure the safety and prosperity of all. If you are part of a group then it is good idea to create your own [[spire]] and choose one among you to be your arbiter.&lt;br /&gt;
&lt;br /&gt;
Few people in Urizen are motivated by money for its own sake but [[Architect|architects]] are interested in economics and fascinated by the way that money moves around and influences the world. Much more than mere traders, they see money as a powerful tool for influencing people and changing society for the better. Through investment and mercantile activity they seek to change the world around them.&lt;br /&gt;
&lt;br /&gt;
One of the most famous Urizen archetype is the [[torchbearer]]. Magician, priest or warrior, anyone who has a commitment to the truth can be a torchbearer. They strive to keep their fellow citizens informed about current events, but they also delve into the past to make sure that the Empire is built on solid foundations. They dislike falsehood and secrets, especially political secrets, and regularly clash with those who value a palatable lie over a painful truth as well as those with something to hide.&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
Urizen names are inspired by Roman and Byzantine names. They do not use the classical Roman three part name, and comic pidgin Latin should not be used, but the classical roots give a single name the right air of timelessness.&lt;br /&gt;
&lt;br /&gt;
Formally, all Urizen append the name of their spire to their title. Spires are small enough that the occupants can avoid naming children with names used by other living residents of the spire, so the Urizen have no need of family names. If two Urizen with the same name do end up living in the same spire then one or both of them are usually given an appropriate epithet by the peers, e.g. &amp;quot;Portia the younger&amp;quot;.&lt;br /&gt;
{{CaptionedImage|file=UrizenTeaching.jpg|caption=Philosophers and teachers who favour an ordered approach to life.|align=right|width=450}}&lt;br /&gt;
[[Spire]] names tend to be in English, and are usually descriptive. For example; Evenspire, White Marble Temple, Citadel of the Immaculates.&lt;br /&gt;
&lt;br /&gt;
===Sample names===&lt;br /&gt;
Adula, Aeneas, Alba, Aquila, Belisari, Camilla, Cyrus, Drusus, Felix, Flavia, Florian, Hadrian, Julia, Livia, Majorian, Martina, Marcus, Megaris, Nicasia, Octavia, Octavius, Priscilla, Portia, Sabina, Seneca, Severus, Sophia, Tacitus, Tiberius, Tatiana, Vaanes, Valeria, Zeno.&lt;br /&gt;
&lt;br /&gt;
N.B. Whilst some names are inspired by real world names which may be given to specific genders, Empire is a gender blind setting and people of any gender choose any name they like that is appropriate to their nation.&lt;br /&gt;
&lt;br /&gt;
===Naming resources===&lt;br /&gt;
* [http://www.behindthename.com/names/usage/ancient-roman Roman names]&lt;br /&gt;
* [http://www.peiraeuspubliclibrary.com/names/medievalnames/byzantine.html Byzantine names]&lt;br /&gt;
&lt;br /&gt;
{{Urizen Links}}&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_hearth_magic&amp;diff=94200</id>
		<title>Urizen hearth magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_hearth_magic&amp;diff=94200"/>
		<updated>2022-08-04T10:04:44Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Cession */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Light1.jpg|title=Lightstones bring illumination to even the darkest places|align=right|width=350}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In the world of Empire, formal magic is the application of learning and willpower to create supernatural effects. There is another form of magic, however which does not require the user to be a magician. [[Hearth magic]] employs the innate natural magic of the world to produce subtle but significant effects in much the same way that a compass needle always points true north. The magic is not based on the abilities of a magician, but relies on the innate mystical properties of the world. Hearth magic is usually subtle rather than potent, and where formal magic is predictable and reliable, hearth magic is none of these things.&lt;br /&gt;
&lt;br /&gt;
While the principles that underlie hearth magic are common throughout the world, among every nation there are certain specific practices, customs, or traditions that draw on the power of the world&#039;s innate magic. Often these proud customs are nothing more than traditions - but sometimes their practice taps into some facet of the world resulting in a truly magical effect. The Urizen are no exception to this - but their understanding of hearth magic reflects the emphasis they place on philosophy and scholasticism.&lt;br /&gt;
&lt;br /&gt;
You can learn more about hearth magic, what it is and how it works, [[hearth magic|here]].&lt;br /&gt;
&lt;br /&gt;
==Assurance==&lt;br /&gt;
Oaths, vows, debts, and obligations represent some of the best known hearth magics in the Empire. In Urizen it is understood that simply to give your assurance that you will do something creates a change in the world - one that can be for weal or woe. Some philosophers believe that a person&#039;s words shape their destiny - others claim that it is the Creator who holds you to account, demanding that you make good on your claims or else face the consequences. Nobody is certain why this hearth magic works the way it does - only that it works.&lt;br /&gt;
&lt;br /&gt;
The most common view of assurance, is that the degree of passion, the level of commitment to the words spoken is important, as is the nature of the thing to which you commit yourself. A casual statement that you intend to take supper after dark is not going to move the stars no matter what time you eat. But a sworn vow to destroy the Druj, sealed with a drop of blood taken from each thumb, before a circle of seven of your peers is a thing of power.&lt;br /&gt;
&lt;br /&gt;
The Urizeni practice of perfecting [[Urizen culture and customs#Poise|poise]] is an important asset for those who seek to master the hearth magic of assurance. Those who give in to their emotions can easily find themselves moved to speak in anger, committing them to a path they cannot travel. Those who master their emotions release them only when the moment is right gaining power from their words by committing themselves to a path they have rationally chosen.&lt;br /&gt;
&lt;br /&gt;
The [[Druj]] famously do &#039;&#039;&#039;not&#039;&#039;&#039; keep their word, and many Urizen scholars argue that the debased nature of their society is the inevitable consequence of just such foolishness. Those who do not wish to suffer the same fate as the Druj take care with the commitments they make and provide assurances only after careful consideration. They strive to be as clear as possible about their intentions lest they unwittingly give their assurance to something over which they have no claim.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Assurance in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
The simplest way to invoke the hearth magic of assurance is be measured in your speech, and be mindful of any claims you make. You don&#039;t want to suffer the misadventure that befalls those who inadvertently commit themselves to some undesirable course of action, so control your emotions and be certain that you can make good on what you say. By roleplaying the belief that breaking your word, even unknowingly, will bring consequences on your head then you can add weight and importance to all the things you say you will do.&lt;br /&gt;
&lt;br /&gt;
If you do have cause to give an assurance, perhaps to swear an oath or a vow of some kind, then you should throw caution to the wind and invest your words with as much emotion and significance as possible. The Urizeni are not passionless, they seek to channel the strength of their emotions at the perfect moment. If you are certain that this is the right course of action, then this hearth magic encourages you to play up the drama and significance of such things to maximise the benefits. &lt;br /&gt;
&lt;br /&gt;
If you are forced to break your oath or repudiate some assurance you have given, then you can roleplay the misfortune that is bound to come your way as a result. Leaning in to the roleplaying around breaking your word is a great way to create drama for yourself and others, even if that just means roleplaying that any misfortune that falls on your head is a result of your perfidy or mistakes.&lt;br /&gt;
&lt;br /&gt;
When dealing with others, especially eternals, it can be appealing to try to find some clever interpretation of a promise that perfectly fits an agreement but is not what either party expected. A deal &#039;&#039;&amp;quot;to provide Prospero with that which you value above all other things&amp;quot;&#039;&#039; could be satisfied in a number of ways, depending on your characterisation. But this hearth magic is largely impervious to grammatical pedantry because it is rarely satisfying to welch out of your sworn oath by finding some rhetorical trick that renders your words moot. Doing that just renders your own actions meaningless and robs the things you have done of drama and significance.&lt;br /&gt;
&lt;br /&gt;
==Cession==&lt;br /&gt;
{{CaptionedImage|file=Contemplation.jpeg|caption=A considered gift is deep magic.|align=right|width=350}}&lt;br /&gt;
There is a deep hearth magic in the giving of gifts - in the ceding of something to another. To be most effective the offering must be meaningful and significant to the person who gives it up and to the person who receives it. A small gift of money from one merchant prince to another is of little note - but a steel ring from their third finger has powerful meaning for both of them. Gifts given in this way may gain power or significance out of proportion to their value. It is very rare for a gift to gain magical powers as a direct result, but the act of giving it up may change it in some way. It is an observable fact that many notable items in Imperial history were at some point significant gifts. Much more common is that the gift will prove crucial at some future time, changing the fate of those who are tied to it.&lt;br /&gt;
&lt;br /&gt;
While other nations often view cession in material terms, the Urizeni understand that knowledge is often the most significant thing one person can give another. Urizeni teachers shared their knowledge of ritual magic with every nation when their joined the Empire, and they did so again when the Imperial Orcs were admitted. Knowledge is only rarely seen as a gift in other nations, because the naive assume that nothing is given up by sharing it. But knowledge is power - those who give knowledge away choose to give up that power. It is one thing to be the only coven in the world with mastery of a given ritual - it is quite another for it to be a part of the common knowledge of Imperial lore. Choosing which knowledge to conserve and which knowledge to give up is a dilemma faced by many Urizeni&lt;br /&gt;
&lt;br /&gt;
Gifts must be given freely to work their magic though - cession cannot be compelled or obligated. Stealing something of significance can bring hearth magic consequences - there are plenty of stories in the Empire of how the theft of an important item or secret lore backfired on the thief. In particular, stolen [[Magic_items#Artefacts|artefacts]] or magical knowledge can twist and distort when used, bringing fitting curses on the one who stole them. The strength of this hearth magic appears to require an element of betrayal - stealing from someone who is your friend or ally is much more likely to have a bad result than stealing from an enemy. As with the giving of gifts, there is an element of significance here - the more the parties involved consider the theft to be a betrayal the more backlash there is.&lt;br /&gt;
&lt;br /&gt;
Gifts are usually important and significant - but they are not always beneficial. A gift given in malice or treachery can be dangerous if accepted. It is wise to consider carefully the provenance of any gift as well as who it comes from. If it is truly a gift - then it can be declined without consequence - but it cannot be accepted without consequence.&lt;br /&gt;
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&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Cession in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
If you want to influence an important character - someone connected to you in the net of the heavens - then think about a gift you might give them. You might try and find out as much as you can about their character to seek out a gift that is particularly fitting. A present doesn&#039;t need to be in-character or out-of-character expensive - the best gifts are things that have a credible but interesting story. Giving a quill that was once owned by the founder of your spire is a rare gift that a character might realistically be able to acquire that doesn&#039;t need a ribbon or an expensive phys-rep. In some ways the roleplaying that surrounds the actual gift-giving is more important than the physical item itself.&lt;br /&gt;
&lt;br /&gt;
If you accept a gift, then look for ways to make it meaningful in a way that adds to your character&#039;s story. Use the gifted quill to address your winged messengers. Carry the sword into battle. Wear the gifted sash when you go to the Senate. Leaning in to the idea that gifts are important can lead to all kinds of emergent narrative as well as reflecting the roleplaying of the person who gave it to you. When recounting stories, it can be fun to assign any success or good fortune to the influence of a significant gift.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that not all gifts bode well for those who accept them - both the [https://en.wikipedia.org/wiki/White_elephant white elephant] and the [https://en.wikipedia.org/wiki/Trojan_Horse trojan horse] represent gifts that are intended to bring harm to the receiver. It is entirely appropriate to ask after the provenance of the gift, where is it from, who made it, what purpose is it intended for., and more importantly &#039;&#039;why&#039;&#039; someone is giving it to your. It is also perfectly acceptable to refuse a gift, and finding a way to do so politely or without giving away your distrust of the gift or the giver can be a fun roleplaying challenge.&lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
An important idea in formal magic and hearth magic is the principle that [[Ritual_theory#The_Law_of_Essence|everything has an intrinsic essence]], a fundamental set of characteristics that make it what it is. The essence of something is irreducible; it literally represents the qualities which are &#039;&#039;essential&#039;&#039;. If you remove an essential part of something then the thing ceases to be what it was and becomes something else.&lt;br /&gt;
&lt;br /&gt;
The essential nature of a thing is much more than just its physical essence. A suit of armour worn by a hero might endure unchanged for centuries. Over time parts of the armour might become damaged beyond repair and need to be replaced by an equally skilled smith. But if is treated well, it is still the same suit of armour even if every part of it is replaced, because its essential nature endures untouched.&lt;br /&gt;
&lt;br /&gt;
The use of symbols is the most common way to employ the hearth magic of essence. For example certain animals and birds are understood to be connected to the virtues, so an association with the appropriate creature will work to make someone more virtuous. Of course most people don&#039;t carry a bird with them but art that depicts a bird still works, because it shares many of the essential qualities of the bird itself. Such art might painstaking attempt to faithfully depict the bird in question or, [[Wintermark_look_and_feel#Icons_and_Artistry|as with Wintermark drawings of birds]], but is equally effective to reduce the image to something more essential. These symbolic forms are just as effective because they capture the immutable nature of the bird in question.&lt;br /&gt;
&lt;br /&gt;
For the Urizen, the purest expression of these symbolic forms are to be found in the [[astronomancy|astronomantic]] constellations. A door that is marked with a faithful image of the [[The_Key_and_The_Lock#The_Lock|the Lock]] becomes harder to open without the key. A garden planted in the shape of [[the Fountain]] will grown lush and wholesome plants. &lt;br /&gt;
The hearth magic can be invoked by laying things out in the shape made of the constellation, or by employing an image of the thing the stars represent. For example, the Urizen banner that hangs in the Senate uses both an image of a bird with bright plumage and a depiction of the stars themselves to invoke the symbolic power of [[the Phoenix]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Essence in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
The easiest way to evoke essence is by including images and sigils on your costume, using them to decorate your tent, or painting them on your body. You might try to reduce something down to its barest essentials - four circles in a lopsided rectangle to evoke [[the Door]]. You might lean toward something more geometric - painstakingly drawing lines to connect the nodes of a constellation at just the right angle. You might go the other way, and evoke [[the Phoenix]] by creating representative or abstract paintings to hang in your tent to impart the idea of learning and seeking perfection to anyone who spends time in your tent.&lt;br /&gt;
&lt;br /&gt;
Another way to invoke this hearth magic is to be constantly alert for symbols and signs, and draw attention to them. It can be tricky to do effectively, but finding a symbol, talking about what it means, and using it to guide your roleplaying can lead in very interesting directions. Simply saying &amp;quot;that Jotun has a wolf head cloak, so we should expect them to act like a wolf, and we can weaken them by separating them from their friends&amp;quot; may go horribly wrong or it may lead to a great emergent narrative. &lt;br /&gt;
&lt;br /&gt;
Talking to people about the symbols they surround themselves with is also a way to start a conversation - either by making assumptions about them based on the essential nature of those symbols or by simple enquiring as to their meaning.&lt;br /&gt;
==Space==&lt;br /&gt;
The notorious Urizeni [[Urizen_culture_and_customs#Privacy_and_politeness|insistence on personal boundaries]] is not just a matter of etiquette, it is informed by their understanding of the magic of boundaries. Many people are aware that [[spellcasting]] requires touch to be effective, that a pronouncement of doom can only be delivered by someone who is close enough to touch you, but the truth runs much deeper than this. Contact between people creates associations between them which can have unforeseen consequences. Such consequences might be minor, an interruption that disturbs your [[arete]] or your poise, but the risks are potentially much higher. Letting another person into your personal space, lowers your defences and leaves you vulnerable, so it is only prudent to be careful. &lt;br /&gt;
&lt;br /&gt;
Urizeni often set their personal space based on three fundamental boundaries. The first boundary is the limits of the human body, the point at which another being physically touches you. The second boundary is the point at which a person enters your personal space, the point at which they come close enough to touch you. The final boundary is when a person enters your property, where someone enters the physical space over which you claim dominion. For most Urizeni that is their personal rooms, but an arbiter might well see their entire spire in such terms, and a senator might see their entire territory that way.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Space in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
The Urizeni understanding of space complements the nation&#039;s social customs and provides a metaphysical basis for their approach. If a character asks why the Urizen are so stand-offish about personal contact you can explain the dangers involved in allowing another person to cross one of your personal boundaries.&lt;br /&gt;
&lt;br /&gt;
This hearth magic is about much more than simply justifying an insistence on personal space. Using the hearth magic to mark out a space over which you can claim dominion allows you to determine who enters and who doesn&#039;t - and creates opportunities for conflict with people who trespass on a place you have claimed for yourself. The obvious place to do this at Anvil is with your tent or your camp - but you don&#039;t have to restrict it to this. If you are part of a [[coven]] that uses the Imperial [[regio]] for example, then you might take steps to claim it as your own by marking the boundaries in an appropriate fashion or by otherwise stamping your coven&#039;s identity onto the area for the duration of your ritual. When visiting someone else&#039;s camp or tent, waiting until you are invited to enter and insisting on an invitation can emphasise the idea that you are passing through someones&#039; outer boundary and evoke this hearth magic.&lt;br /&gt;
&lt;br /&gt;
The importance of space also gives you a basis to make issues about your personal space significant. Allowing someone to pass one of your boundaries without comment, or inviting them to do so, can create a powerful character moment. You can invest emotional weight in a scene simply by inviting someone to take a seat next to you - or simply by accepting a hand outstretched in greeting. Equally you can make your feelings clear about someone by pointedly refusing such a gesture, or by moving yourself so that they are no longer close.&lt;br /&gt;
==Witness==&lt;br /&gt;
Deeds become more consequential when people witness them. They gain meaning and significance - and in the right circumstances they gain power. An oath sworn alone may be important, but a ceremonial oath pledged in front of an audience assembled to hear it is far more potent. Urizen ritual groups sometimes invite people to act as witnesses to their rituals for this reason. &lt;br /&gt;
&lt;br /&gt;
A witness need not be living for to be effective. A human statue looking out from a fountain is still a witness, even if it is forever mute to what it has seen. Many people across the Empire will carve gargoyles and other watchers onto buildings, gables and lintels, with little true understanding of what they are doing other than the knowledge that such things can help to keep the occupants safe some how. The more sophisticated approach employed in Urizen, is to reduce the power of witness to its essential form, the eye. This is one of the reasons that the eye is such an effective symbol of vigilance. In Urizen, eyes are often carved or painted onto surfaces to give additional significance to events that take place near them, and to remind those present that their deeds are seen. The sun and the moon are sometimes used to symbolise the “Eyes of the Heavens.” Events performed when the sun is clearly visible in the sky are “witnessed” by the sun. At night the moon, especially the full moon, observes events. If one truly wishes to act in secrecy then one should act under the new moon, or when the moon is not visible in the sky.&lt;br /&gt;
&lt;br /&gt;
A carved eye cannot be controlled, it stares unblinking, witnessing all - but you can always control where your own eyes fall. What this hearth magic shows is that there can be no impartial witness, standing on in mute testimony to events. Merely to observe something is to empower it - simply watching someone act is lending them your support. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Witness in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
Using this hearth magic is often about being generous with other people&#039;s roleplaying. If someone is swearing an important oath - then the best way to make that moment significant is for an audience to gather to witness it. By working with other players, you can make important roleplaying moments be crucial for the game just by choosing to be there to see them happen. And you don&#039;t have to be silent throughout - while it&#039;s best not to detract from a dramatic moment - it&#039;s not a breach of poise to applaud, cheer, or salute when the time comes.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re careful, you can also use this hearth magic in reverse. If there are ignominious deeds taking place of which your character does not approve, then you might proclaim your refusal to stand witness to such things and turn on your heel and walk away. Doing so at the right time can add to the drama of the moment for everyone - especially if others follow your lead. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote&amp;gt;Darkness cannot drive out darkness; only light can do that.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Illumination==&lt;br /&gt;
Light dispels darkness and allows one to witness deeds that might otherwise go unseen. It drives away confusion and mystery, and exposes poisonous secrets. &lt;br /&gt;
Natural light is potent, but artificial light - light harnessed with mirrors or lenses, or produced by lightstones - is much more effective in this regard. People in well lit rooms find it easier to concentrate or focus. It can have a calming effect, dispelling confusion and bringing clarity. It&#039;s easier to learn, and easier to teach, in brightly lit environments.&lt;br /&gt;
&lt;br /&gt;
The heliopticon is an example of the Urizen skill with manipulating light, while the magical lightstones they invented are another. A common light in Urizen homes is a single lightstone or brazier surrounded by mirrors and lenses that focus and direct the light into all corners of a chamber. In enclosed environments such as Urizen spires and mines, fire is less than ideal. Consequently they prefer to light these places with either natural light, luminescent plants and crystals, or the reflected light of the sun or a single beacon.&lt;br /&gt;
&lt;br /&gt;
Light can reveal falsehoods, or hidden details. Divinations performed in illuminated areas may sometimes prove more effective, while liars often turn their face away from a source of light before they utter a falsehood. It can also penetrate disguises - there is a common element to Urizen stories that the shadow cast by a shapechanger will match its true form or otherwise betray its sinister nature. Many unnatural creatures - especially malignant ghosts, spiteful tulpas, and malicious heralds find it difficult to enter well-lit areas and may in some cases actually be harmed by a bright, clear light.&lt;br /&gt;
&lt;br /&gt;
The other side to this hearth magic is that events that take place in complete darkness often acquire a sinister overtone. Some groups actively exploit this. Conspirators for example might do well to meet under cover of total darkness - apart from the obvious advantages in concealing people&#039;s identities, there is some evidence that it makes it much harder to uncover details about such a meeting with magic. Eternals such as [[Kimus]] and the [[Whisper Gallery]] in particular are known to struggle to learn about things that happen in pitch blackness. There is a common belief in Urizen that things that happen in dark or shadowy environments naturally tend toward the nefarious and underhand.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Illumination in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
More than any other characters, an Urizen is likely to ensure they have a personal light source if they go out in the dark. [[Technology#Lightstones|Lightstones]] were created specifically to give Urizen players in particular options to use more modern lighting solutions that also have the feel of being magical.&lt;br /&gt;
&lt;br /&gt;
Illumination can&#039;t provide a [[Roleplaying_effects#Overcoming_Roleplaying_Effects|source of spiritual strength]] by itself - although for an Urizen it makes sense to create [[consecration]] or magically enchanted areas such as the [[Chamber of Pallas]] in areas that are well lit. Rather, when you are in a place with good illumination, you are free to change your roleplaying slightly. To feel more focused, or to master confusion, pain, or negative emotions to some degree. It&#039;s obvious that one requires light to read something, but its entirely natural for an Urizen to want the best light available before they will read anything on the understanding that the better the light the easier it will be for them to take in. Insisting on taking a letter or a book to a well lit area - where coincidentally there are a number of other Urizen - can also be a way to involve other people in your roleplaying.&lt;br /&gt;
&lt;br /&gt;
Light is not a truth spell - nothing in Empire can compel you to be honest. But if you&#039;re roleplaying an emotional scene, especially one with another Urizeni, and you want to give away the fact that your character is being deceptive, subversive, or holding something back, then turning your face away from the light when you speak is a great way to dramatically signal what you&#039;re doing. If you want to be more subtle, you might put your hand briefly between you and the light to cast your mouth in shadow when you speak. Alternatively, if you&#039;ve decided that the moment has come to confess something, then entering a brightly lit area might be the final justification your character needs to spill their darkest secret.&lt;br /&gt;
&lt;br /&gt;
The belief that conspirators and schemers meet in darkness can be flipped over such that an Urizen character might insist on having all significant meetings in areas that are as brightly lit, and being suspicious of anything that is done in darkness or shadow. People who go about without lights, for example, are often up to no good in the eyes of many Urizen.&lt;br /&gt;
&lt;br /&gt;
==Truth==&lt;br /&gt;
Truth has a way of making itself known. Deception is fragile and can shatter at any moment, as the truth reveals itself. All mortal beings feel a desire to tell the truth - though some are more practised at resisting that urge. People have an instinctive ear for truth - they know it when they hear it - and speak of words having the &amp;quot;ring of truth&amp;quot; to them. All of these things are a reflection of the fact that the truth strives constantly to be discovered.&lt;br /&gt;
&lt;br /&gt;
Reams of philosophy have been written in Urizen about the power of truth. A common Urizeni view is that the world is divided into those things which are truth, and those which are only supposed or imagined. As a result, some Urizen devote themselves to personal quest for truth, whether that be self-knowledge, [https://en.wikipedia.org/wiki/Gnosis gnosis], or political or historical truths like those pursued by many [[Urizen_leadership#Torchbearers|torchbearers]]. This pursuit of truth exacerbates conflict between Urizen scholars who insist that the quest for unvarnished truth is the only correct way to proceed, and the more popular Highborn approach that truth is different to fact and that inspirational fiction is more valuable than unvirtuous fact. Others adopt a more nuanced interpretation, claiming that truth is a quality that an idea or a thing might possess to a greater or lesser extent. After-all, the most effective lies are those that contain a kernel of truth.&lt;br /&gt;
&lt;br /&gt;
[[Wisdom]] teaches that all knowledge is incomplete. Truth is a powerful hearth magic; plans based on truth will succeed where others fail, but it is not necessary for every assumption to be correct. The key to effective action is to know one thing truthfully - and to make that the keystone of your actions. The truer the foundations, the stronger the building you will erect.&lt;br /&gt;
&lt;br /&gt;
Revealing the truth can be destructive. The truth destroys falsehoods, tearing them apart, shattering the lives of people or communities whose foundations are built on those lies. Despite this, Urizen scholars largely agree that there is no truth that &amp;quot;humans were not meant to know&amp;quot;. The truth wants to be known - that is its essential quality. A truth may be unsettling or upsetting - it might even harm people when it comes to light - but these effects come from the destruction of comfortable lies not from the truth itself. The idea that simply knowing a fact might somehow harm the mind, or drive someone mad, is laughable. &lt;br /&gt;
&lt;br /&gt;
Truth is also a requirement for any magic to function at all. Only a fool would imagine that you can deceive [[Ritual_theory#The_Law_of_Presence|the law of presence]] by falsely claiming to be in the presence of something when you are not. But nor can you fool the law of dominion by claiming to have authority over something when you do not. The laws of magic only work on the quintessential truth of something. So an army can be enchanted by targeting the general who has authority over it, or by targeting the egregore who has a bond with it, but it can&#039;t be enchanted by targeting the adjunct, because their authority lacks the fundamental truth of dominion.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Truth in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
Seeking out the truth can be a character calling, but regularly asking &amp;quot;Is that true?&amp;quot; or &amp;quot;What actually happened?&amp;quot; can lead to interesting roleplaying moments. Likewise, questioning the provenance of information you receive from another character, or examining truths people take for granted, can lead your character in unexpected directions. Be careful not to take this too far - there is no value in questioning the information presented in winds of war and winds of fortune - but it can be interesting to challenge people when they put forward their character&#039;s opinions and views on things.&lt;br /&gt;
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You can practice this hearth magic simply by sticking to the truth and the facts as much as possible. This can be especially true when you are writing things down, in a journal or report, or when you are presenting something to a group of people. The Urizen don&#039;t believe that truth is subjective or relative - something is either true or it isn&#039;t - and taking this slightly adversarial stance can also lead to interesting roleplaying moments for you and the people you deal with.&lt;br /&gt;
&lt;br /&gt;
This hearth magic concerns important truths - the facts that people base their decisions on. It doesn&#039;t preclude the kind of social falsehoods we all practice day to day - the Urizen do not believe it is dangerous to tell someone they look nice if that&#039;s not entirely true for example. Urizen writers are no less likely to use poetic language than anyone else - everyone understands that metaphors are not meant to be taken as literal fact. But they do believe that truth should be the basis for action. Attempting to build a magical ritual on a false premise is to invite disaster; Urizen characters would argue that this applies to everything in all levels of Imperial life.&lt;br /&gt;
&lt;br /&gt;
Finally, when the truth does come out, or something built on a foundation of lies collapses, it is entirely appropriate for Urizen characters to be the ones to say &amp;quot;I told you so&amp;quot; and point out the many ways in which avoiding the truth has lead to disaster.&lt;br /&gt;
{{Urizen Links}}&lt;br /&gt;
[[Category:Hearth Magic]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_hearth_magic&amp;diff=94199</id>
		<title>Urizen hearth magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_hearth_magic&amp;diff=94199"/>
		<updated>2022-08-04T10:04:22Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
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&lt;div&gt;{{CaptionedImage|file=Light1.jpg|title=Lightstones bring illumination to even the darkest places|align=right|width=350}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In the world of Empire, formal magic is the application of learning and willpower to create supernatural effects. There is another form of magic, however which does not require the user to be a magician. [[Hearth magic]] employs the innate natural magic of the world to produce subtle but significant effects in much the same way that a compass needle always points true north. The magic is not based on the abilities of a magician, but relies on the innate mystical properties of the world. Hearth magic is usually subtle rather than potent, and where formal magic is predictable and reliable, hearth magic is none of these things.&lt;br /&gt;
&lt;br /&gt;
While the principles that underlie hearth magic are common throughout the world, among every nation there are certain specific practices, customs, or traditions that draw on the power of the world&#039;s innate magic. Often these proud customs are nothing more than traditions - but sometimes their practice taps into some facet of the world resulting in a truly magical effect. The Urizen are no exception to this - but their understanding of hearth magic reflects the emphasis they place on philosophy and scholasticism.&lt;br /&gt;
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You can learn more about hearth magic, what it is and how it works, [[hearth magic|here]].&lt;br /&gt;
&lt;br /&gt;
==Assurance==&lt;br /&gt;
Oaths, vows, debts, and obligations represent some of the best known hearth magics in the Empire. In Urizen it is understood that simply to give your assurance that you will do something creates a change in the world - one that can be for weal or woe. Some philosophers believe that a person&#039;s words shape their destiny - others claim that it is the Creator who holds you to account, demanding that you make good on your claims or else face the consequences. Nobody is certain why this hearth magic works the way it does - only that it works.&lt;br /&gt;
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The most common view of assurance, is that the degree of passion, the level of commitment to the words spoken is important, as is the nature of the thing to which you commit yourself. A casual statement that you intend to take supper after dark is not going to move the stars no matter what time you eat. But a sworn vow to destroy the Druj, sealed with a drop of blood taken from each thumb, before a circle of seven of your peers is a thing of power.&lt;br /&gt;
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The Urizeni practice of perfecting [[Urizen culture and customs#Poise|poise]] is an important asset for those who seek to master the hearth magic of assurance. Those who give in to their emotions can easily find themselves moved to speak in anger, committing them to a path they cannot travel. Those who master their emotions release them only when the moment is right gaining power from their words by committing themselves to a path they have rationally chosen.&lt;br /&gt;
&lt;br /&gt;
The [[Druj]] famously do &#039;&#039;&#039;not&#039;&#039;&#039; keep their word, and many Urizen scholars argue that the debased nature of their society is the inevitable consequence of just such foolishness. Those who do not wish to suffer the same fate as the Druj take care with the commitments they make and provide assurances only after careful consideration. They strive to be as clear as possible about their intentions lest they unwittingly give their assurance to something over which they have no claim.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Assurance in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
The simplest way to invoke the hearth magic of assurance is be measured in your speech, and be mindful of any claims you make. You don&#039;t want to suffer the misadventure that befalls those who inadvertently commit themselves to some undesirable course of action, so control your emotions and be certain that you can make good on what you say. By roleplaying the belief that breaking your word, even unknowingly, will bring consequences on your head then you can add weight and importance to all the things you say you will do.&lt;br /&gt;
&lt;br /&gt;
If you do have cause to give an assurance, perhaps to swear an oath or a vow of some kind, then you should throw caution to the wind and invest your words with as much emotion and significance as possible. The Urizeni are not passionless, they seek to channel the strength of their emotions at the perfect moment. If you are certain that this is the right course of action, then this hearth magic encourages you to play up the drama and significance of such things to maximise the benefits. &lt;br /&gt;
&lt;br /&gt;
If you are forced to break your oath or repudiate some assurance you have given, then you can roleplay the misfortune that is bound to come your way as a result. Leaning in to the roleplaying around breaking your word is a great way to create drama for yourself and others, even if that just means roleplaying that any misfortune that falls on your head is a result of your perfidy or mistakes.&lt;br /&gt;
&lt;br /&gt;
When dealing with others, especially eternals, it can be appealing to try to find some clever interpretation of a promise that perfectly fits an agreement but is not what either party expected. A deal &#039;&#039;&amp;quot;to provide Prospero with that which you value above all other things&amp;quot;&#039;&#039; could be satisfied in a number of ways, depending on your characterisation. But this hearth magic is largely impervious to grammatical pedantry because it is rarely satisfying to welch out of your sworn oath by finding some rhetorical trick that renders your words moot. Doing that just renders your own actions meaningless and robs the things you have done of drama and significance.&lt;br /&gt;
&lt;br /&gt;
==Cession==&lt;br /&gt;
{{CaptionedImage|file=Contemplation.jpeg|title=A considered gift is deep magic.|align=right|width=350}}&lt;br /&gt;
There is a deep hearth magic in the giving of gifts - in the ceding of something to another. To be most effective the offering must be meaningful and significant to the person who gives it up and to the person who receives it. A small gift of money from one merchant prince to another is of little note - but a steel ring from their third finger has powerful meaning for both of them. Gifts given in this way may gain power or significance out of proportion to their value. It is very rare for a gift to gain magical powers as a direct result, but the act of giving it up may change it in some way. It is an observable fact that many notable items in Imperial history were at some point significant gifts. Much more common is that the gift will prove crucial at some future time, changing the fate of those who are tied to it.&lt;br /&gt;
&lt;br /&gt;
While other nations often view cession in material terms, the Urizeni understand that knowledge is often the most significant thing one person can give another. Urizeni teachers shared their knowledge of ritual magic with every nation when their joined the Empire, and they did so again when the Imperial Orcs were admitted. Knowledge is only rarely seen as a gift in other nations, because the naive assume that nothing is given up by sharing it. But knowledge is power - those who give knowledge away choose to give up that power. It is one thing to be the only coven in the world with mastery of a given ritual - it is quite another for it to be a part of the common knowledge of Imperial lore. Choosing which knowledge to conserve and which knowledge to give up is a dilemma faced by many Urizeni&lt;br /&gt;
&lt;br /&gt;
Gifts must be given freely to work their magic though - cession cannot be compelled or obligated. Stealing something of significance can bring hearth magic consequences - there are plenty of stories in the Empire of how the theft of an important item or secret lore backfired on the thief. In particular, stolen [[Magic_items#Artefacts|artefacts]] or magical knowledge can twist and distort when used, bringing fitting curses on the one who stole them. The strength of this hearth magic appears to require an element of betrayal - stealing from someone who is your friend or ally is much more likely to have a bad result than stealing from an enemy. As with the giving of gifts, there is an element of significance here - the more the parties involved consider the theft to be a betrayal the more backlash there is.&lt;br /&gt;
&lt;br /&gt;
Gifts are usually important and significant - but they are not always beneficial. A gift given in malice or treachery can be dangerous if accepted. It is wise to consider carefully the provenance of any gift as well as who it comes from. If it is truly a gift - then it can be declined without consequence - but it cannot be accepted without consequence.&lt;br /&gt;
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&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Cession in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
If you want to influence an important character - someone connected to you in the net of the heavens - then think about a gift you might give them. You might try and find out as much as you can about their character to seek out a gift that is particularly fitting. A present doesn&#039;t need to be in-character or out-of-character expensive - the best gifts are things that have a credible but interesting story. Giving a quill that was once owned by the founder of your spire is a rare gift that a character might realistically be able to acquire that doesn&#039;t need a ribbon or an expensive phys-rep. In some ways the roleplaying that surrounds the actual gift-giving is more important than the physical item itself.&lt;br /&gt;
&lt;br /&gt;
If you accept a gift, then look for ways to make it meaningful in a way that adds to your character&#039;s story. Use the gifted quill to address your winged messengers. Carry the sword into battle. Wear the gifted sash when you go to the Senate. Leaning in to the idea that gifts are important can lead to all kinds of emergent narrative as well as reflecting the roleplaying of the person who gave it to you. When recounting stories, it can be fun to assign any success or good fortune to the influence of a significant gift.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that not all gifts bode well for those who accept them - both the [https://en.wikipedia.org/wiki/White_elephant white elephant] and the [https://en.wikipedia.org/wiki/Trojan_Horse trojan horse] represent gifts that are intended to bring harm to the receiver. It is entirely appropriate to ask after the provenance of the gift, where is it from, who made it, what purpose is it intended for., and more importantly &#039;&#039;why&#039;&#039; someone is giving it to your. It is also perfectly acceptable to refuse a gift, and finding a way to do so politely or without giving away your distrust of the gift or the giver can be a fun roleplaying challenge.&lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
An important idea in formal magic and hearth magic is the principle that [[Ritual_theory#The_Law_of_Essence|everything has an intrinsic essence]], a fundamental set of characteristics that make it what it is. The essence of something is irreducible; it literally represents the qualities which are &#039;&#039;essential&#039;&#039;. If you remove an essential part of something then the thing ceases to be what it was and becomes something else.&lt;br /&gt;
&lt;br /&gt;
The essential nature of a thing is much more than just its physical essence. A suit of armour worn by a hero might endure unchanged for centuries. Over time parts of the armour might become damaged beyond repair and need to be replaced by an equally skilled smith. But if is treated well, it is still the same suit of armour even if every part of it is replaced, because its essential nature endures untouched.&lt;br /&gt;
&lt;br /&gt;
The use of symbols is the most common way to employ the hearth magic of essence. For example certain animals and birds are understood to be connected to the virtues, so an association with the appropriate creature will work to make someone more virtuous. Of course most people don&#039;t carry a bird with them but art that depicts a bird still works, because it shares many of the essential qualities of the bird itself. Such art might painstaking attempt to faithfully depict the bird in question or, [[Wintermark_look_and_feel#Icons_and_Artistry|as with Wintermark drawings of birds]], but is equally effective to reduce the image to something more essential. These symbolic forms are just as effective because they capture the immutable nature of the bird in question.&lt;br /&gt;
&lt;br /&gt;
For the Urizen, the purest expression of these symbolic forms are to be found in the [[astronomancy|astronomantic]] constellations. A door that is marked with a faithful image of the [[The_Key_and_The_Lock#The_Lock|the Lock]] becomes harder to open without the key. A garden planted in the shape of [[the Fountain]] will grown lush and wholesome plants. &lt;br /&gt;
The hearth magic can be invoked by laying things out in the shape made of the constellation, or by employing an image of the thing the stars represent. For example, the Urizen banner that hangs in the Senate uses both an image of a bird with bright plumage and a depiction of the stars themselves to invoke the symbolic power of [[the Phoenix]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Essence in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
The easiest way to evoke essence is by including images and sigils on your costume, using them to decorate your tent, or painting them on your body. You might try to reduce something down to its barest essentials - four circles in a lopsided rectangle to evoke [[the Door]]. You might lean toward something more geometric - painstakingly drawing lines to connect the nodes of a constellation at just the right angle. You might go the other way, and evoke [[the Phoenix]] by creating representative or abstract paintings to hang in your tent to impart the idea of learning and seeking perfection to anyone who spends time in your tent.&lt;br /&gt;
&lt;br /&gt;
Another way to invoke this hearth magic is to be constantly alert for symbols and signs, and draw attention to them. It can be tricky to do effectively, but finding a symbol, talking about what it means, and using it to guide your roleplaying can lead in very interesting directions. Simply saying &amp;quot;that Jotun has a wolf head cloak, so we should expect them to act like a wolf, and we can weaken them by separating them from their friends&amp;quot; may go horribly wrong or it may lead to a great emergent narrative. &lt;br /&gt;
&lt;br /&gt;
Talking to people about the symbols they surround themselves with is also a way to start a conversation - either by making assumptions about them based on the essential nature of those symbols or by simple enquiring as to their meaning.&lt;br /&gt;
==Space==&lt;br /&gt;
The notorious Urizeni [[Urizen_culture_and_customs#Privacy_and_politeness|insistence on personal boundaries]] is not just a matter of etiquette, it is informed by their understanding of the magic of boundaries. Many people are aware that [[spellcasting]] requires touch to be effective, that a pronouncement of doom can only be delivered by someone who is close enough to touch you, but the truth runs much deeper than this. Contact between people creates associations between them which can have unforeseen consequences. Such consequences might be minor, an interruption that disturbs your [[arete]] or your poise, but the risks are potentially much higher. Letting another person into your personal space, lowers your defences and leaves you vulnerable, so it is only prudent to be careful. &lt;br /&gt;
&lt;br /&gt;
Urizeni often set their personal space based on three fundamental boundaries. The first boundary is the limits of the human body, the point at which another being physically touches you. The second boundary is the point at which a person enters your personal space, the point at which they come close enough to touch you. The final boundary is when a person enters your property, where someone enters the physical space over which you claim dominion. For most Urizeni that is their personal rooms, but an arbiter might well see their entire spire in such terms, and a senator might see their entire territory that way.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Space in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
The Urizeni understanding of space complements the nation&#039;s social customs and provides a metaphysical basis for their approach. If a character asks why the Urizen are so stand-offish about personal contact you can explain the dangers involved in allowing another person to cross one of your personal boundaries.&lt;br /&gt;
&lt;br /&gt;
This hearth magic is about much more than simply justifying an insistence on personal space. Using the hearth magic to mark out a space over which you can claim dominion allows you to determine who enters and who doesn&#039;t - and creates opportunities for conflict with people who trespass on a place you have claimed for yourself. The obvious place to do this at Anvil is with your tent or your camp - but you don&#039;t have to restrict it to this. If you are part of a [[coven]] that uses the Imperial [[regio]] for example, then you might take steps to claim it as your own by marking the boundaries in an appropriate fashion or by otherwise stamping your coven&#039;s identity onto the area for the duration of your ritual. When visiting someone else&#039;s camp or tent, waiting until you are invited to enter and insisting on an invitation can emphasise the idea that you are passing through someones&#039; outer boundary and evoke this hearth magic.&lt;br /&gt;
&lt;br /&gt;
The importance of space also gives you a basis to make issues about your personal space significant. Allowing someone to pass one of your boundaries without comment, or inviting them to do so, can create a powerful character moment. You can invest emotional weight in a scene simply by inviting someone to take a seat next to you - or simply by accepting a hand outstretched in greeting. Equally you can make your feelings clear about someone by pointedly refusing such a gesture, or by moving yourself so that they are no longer close.&lt;br /&gt;
==Witness==&lt;br /&gt;
Deeds become more consequential when people witness them. They gain meaning and significance - and in the right circumstances they gain power. An oath sworn alone may be important, but a ceremonial oath pledged in front of an audience assembled to hear it is far more potent. Urizen ritual groups sometimes invite people to act as witnesses to their rituals for this reason. &lt;br /&gt;
&lt;br /&gt;
A witness need not be living for to be effective. A human statue looking out from a fountain is still a witness, even if it is forever mute to what it has seen. Many people across the Empire will carve gargoyles and other watchers onto buildings, gables and lintels, with little true understanding of what they are doing other than the knowledge that such things can help to keep the occupants safe some how. The more sophisticated approach employed in Urizen, is to reduce the power of witness to its essential form, the eye. This is one of the reasons that the eye is such an effective symbol of vigilance. In Urizen, eyes are often carved or painted onto surfaces to give additional significance to events that take place near them, and to remind those present that their deeds are seen. The sun and the moon are sometimes used to symbolise the “Eyes of the Heavens.” Events performed when the sun is clearly visible in the sky are “witnessed” by the sun. At night the moon, especially the full moon, observes events. If one truly wishes to act in secrecy then one should act under the new moon, or when the moon is not visible in the sky.&lt;br /&gt;
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A carved eye cannot be controlled, it stares unblinking, witnessing all - but you can always control where your own eyes fall. What this hearth magic shows is that there can be no impartial witness, standing on in mute testimony to events. Merely to observe something is to empower it - simply watching someone act is lending them your support. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Witness in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
Using this hearth magic is often about being generous with other people&#039;s roleplaying. If someone is swearing an important oath - then the best way to make that moment significant is for an audience to gather to witness it. By working with other players, you can make important roleplaying moments be crucial for the game just by choosing to be there to see them happen. And you don&#039;t have to be silent throughout - while it&#039;s best not to detract from a dramatic moment - it&#039;s not a breach of poise to applaud, cheer, or salute when the time comes.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re careful, you can also use this hearth magic in reverse. If there are ignominious deeds taking place of which your character does not approve, then you might proclaim your refusal to stand witness to such things and turn on your heel and walk away. Doing so at the right time can add to the drama of the moment for everyone - especially if others follow your lead. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote&amp;gt;Darkness cannot drive out darkness; only light can do that.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Illumination==&lt;br /&gt;
Light dispels darkness and allows one to witness deeds that might otherwise go unseen. It drives away confusion and mystery, and exposes poisonous secrets. &lt;br /&gt;
Natural light is potent, but artificial light - light harnessed with mirrors or lenses, or produced by lightstones - is much more effective in this regard. People in well lit rooms find it easier to concentrate or focus. It can have a calming effect, dispelling confusion and bringing clarity. It&#039;s easier to learn, and easier to teach, in brightly lit environments.&lt;br /&gt;
&lt;br /&gt;
The heliopticon is an example of the Urizen skill with manipulating light, while the magical lightstones they invented are another. A common light in Urizen homes is a single lightstone or brazier surrounded by mirrors and lenses that focus and direct the light into all corners of a chamber. In enclosed environments such as Urizen spires and mines, fire is less than ideal. Consequently they prefer to light these places with either natural light, luminescent plants and crystals, or the reflected light of the sun or a single beacon.&lt;br /&gt;
&lt;br /&gt;
Light can reveal falsehoods, or hidden details. Divinations performed in illuminated areas may sometimes prove more effective, while liars often turn their face away from a source of light before they utter a falsehood. It can also penetrate disguises - there is a common element to Urizen stories that the shadow cast by a shapechanger will match its true form or otherwise betray its sinister nature. Many unnatural creatures - especially malignant ghosts, spiteful tulpas, and malicious heralds find it difficult to enter well-lit areas and may in some cases actually be harmed by a bright, clear light.&lt;br /&gt;
&lt;br /&gt;
The other side to this hearth magic is that events that take place in complete darkness often acquire a sinister overtone. Some groups actively exploit this. Conspirators for example might do well to meet under cover of total darkness - apart from the obvious advantages in concealing people&#039;s identities, there is some evidence that it makes it much harder to uncover details about such a meeting with magic. Eternals such as [[Kimus]] and the [[Whisper Gallery]] in particular are known to struggle to learn about things that happen in pitch blackness. There is a common belief in Urizen that things that happen in dark or shadowy environments naturally tend toward the nefarious and underhand.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Illumination in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
More than any other characters, an Urizen is likely to ensure they have a personal light source if they go out in the dark. [[Technology#Lightstones|Lightstones]] were created specifically to give Urizen players in particular options to use more modern lighting solutions that also have the feel of being magical.&lt;br /&gt;
&lt;br /&gt;
Illumination can&#039;t provide a [[Roleplaying_effects#Overcoming_Roleplaying_Effects|source of spiritual strength]] by itself - although for an Urizen it makes sense to create [[consecration]] or magically enchanted areas such as the [[Chamber of Pallas]] in areas that are well lit. Rather, when you are in a place with good illumination, you are free to change your roleplaying slightly. To feel more focused, or to master confusion, pain, or negative emotions to some degree. It&#039;s obvious that one requires light to read something, but its entirely natural for an Urizen to want the best light available before they will read anything on the understanding that the better the light the easier it will be for them to take in. Insisting on taking a letter or a book to a well lit area - where coincidentally there are a number of other Urizen - can also be a way to involve other people in your roleplaying.&lt;br /&gt;
&lt;br /&gt;
Light is not a truth spell - nothing in Empire can compel you to be honest. But if you&#039;re roleplaying an emotional scene, especially one with another Urizeni, and you want to give away the fact that your character is being deceptive, subversive, or holding something back, then turning your face away from the light when you speak is a great way to dramatically signal what you&#039;re doing. If you want to be more subtle, you might put your hand briefly between you and the light to cast your mouth in shadow when you speak. Alternatively, if you&#039;ve decided that the moment has come to confess something, then entering a brightly lit area might be the final justification your character needs to spill their darkest secret.&lt;br /&gt;
&lt;br /&gt;
The belief that conspirators and schemers meet in darkness can be flipped over such that an Urizen character might insist on having all significant meetings in areas that are as brightly lit, and being suspicious of anything that is done in darkness or shadow. People who go about without lights, for example, are often up to no good in the eyes of many Urizen.&lt;br /&gt;
&lt;br /&gt;
==Truth==&lt;br /&gt;
Truth has a way of making itself known. Deception is fragile and can shatter at any moment, as the truth reveals itself. All mortal beings feel a desire to tell the truth - though some are more practised at resisting that urge. People have an instinctive ear for truth - they know it when they hear it - and speak of words having the &amp;quot;ring of truth&amp;quot; to them. All of these things are a reflection of the fact that the truth strives constantly to be discovered.&lt;br /&gt;
&lt;br /&gt;
Reams of philosophy have been written in Urizen about the power of truth. A common Urizeni view is that the world is divided into those things which are truth, and those which are only supposed or imagined. As a result, some Urizen devote themselves to personal quest for truth, whether that be self-knowledge, [https://en.wikipedia.org/wiki/Gnosis gnosis], or political or historical truths like those pursued by many [[Urizen_leadership#Torchbearers|torchbearers]]. This pursuit of truth exacerbates conflict between Urizen scholars who insist that the quest for unvarnished truth is the only correct way to proceed, and the more popular Highborn approach that truth is different to fact and that inspirational fiction is more valuable than unvirtuous fact. Others adopt a more nuanced interpretation, claiming that truth is a quality that an idea or a thing might possess to a greater or lesser extent. After-all, the most effective lies are those that contain a kernel of truth.&lt;br /&gt;
&lt;br /&gt;
[[Wisdom]] teaches that all knowledge is incomplete. Truth is a powerful hearth magic; plans based on truth will succeed where others fail, but it is not necessary for every assumption to be correct. The key to effective action is to know one thing truthfully - and to make that the keystone of your actions. The truer the foundations, the stronger the building you will erect.&lt;br /&gt;
&lt;br /&gt;
Revealing the truth can be destructive. The truth destroys falsehoods, tearing them apart, shattering the lives of people or communities whose foundations are built on those lies. Despite this, Urizen scholars largely agree that there is no truth that &amp;quot;humans were not meant to know&amp;quot;. The truth wants to be known - that is its essential quality. A truth may be unsettling or upsetting - it might even harm people when it comes to light - but these effects come from the destruction of comfortable lies not from the truth itself. The idea that simply knowing a fact might somehow harm the mind, or drive someone mad, is laughable. &lt;br /&gt;
&lt;br /&gt;
Truth is also a requirement for any magic to function at all. Only a fool would imagine that you can deceive [[Ritual_theory#The_Law_of_Presence|the law of presence]] by falsely claiming to be in the presence of something when you are not. But nor can you fool the law of dominion by claiming to have authority over something when you do not. The laws of magic only work on the quintessential truth of something. So an army can be enchanted by targeting the general who has authority over it, or by targeting the egregore who has a bond with it, but it can&#039;t be enchanted by targeting the adjunct, because their authority lacks the fundamental truth of dominion.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Truth in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
Seeking out the truth can be a character calling, but regularly asking &amp;quot;Is that true?&amp;quot; or &amp;quot;What actually happened?&amp;quot; can lead to interesting roleplaying moments. Likewise, questioning the provenance of information you receive from another character, or examining truths people take for granted, can lead your character in unexpected directions. Be careful not to take this too far - there is no value in questioning the information presented in winds of war and winds of fortune - but it can be interesting to challenge people when they put forward their character&#039;s opinions and views on things.&lt;br /&gt;
&lt;br /&gt;
You can practice this hearth magic simply by sticking to the truth and the facts as much as possible. This can be especially true when you are writing things down, in a journal or report, or when you are presenting something to a group of people. The Urizen don&#039;t believe that truth is subjective or relative - something is either true or it isn&#039;t - and taking this slightly adversarial stance can also lead to interesting roleplaying moments for you and the people you deal with.&lt;br /&gt;
&lt;br /&gt;
This hearth magic concerns important truths - the facts that people base their decisions on. It doesn&#039;t preclude the kind of social falsehoods we all practice day to day - the Urizen do not believe it is dangerous to tell someone they look nice if that&#039;s not entirely true for example. Urizen writers are no less likely to use poetic language than anyone else - everyone understands that metaphors are not meant to be taken as literal fact. But they do believe that truth should be the basis for action. Attempting to build a magical ritual on a false premise is to invite disaster; Urizen characters would argue that this applies to everything in all levels of Imperial life.&lt;br /&gt;
&lt;br /&gt;
Finally, when the truth does come out, or something built on a foundation of lies collapses, it is entirely appropriate for Urizen characters to be the ones to say &amp;quot;I told you so&amp;quot; and point out the many ways in which avoiding the truth has lead to disaster.&lt;br /&gt;
{{Urizen Links}}&lt;br /&gt;
[[Category:Hearth Magic]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_hearth_magic&amp;diff=94198</id>
		<title>Urizen hearth magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_hearth_magic&amp;diff=94198"/>
		<updated>2022-08-04T10:03:13Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Cession */&lt;/p&gt;
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&lt;div&gt;{{CaptionedImage|file=Light1.jpg|title=Lightstones bring illumination to even the darkest places|align=right|width=350}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In the world of Empire, formal magic is the application of learning and willpower to create supernatural effects. There is another form of magic, however which does not require the user to be a magician. [[Hearth magic]] employs the innate natural magic of the world to produce subtle but significant effects in much the same way that a compass needle always points true north. The magic is not based on the abilities of a magician, but relies on the innate mystical properties of the world. Hearth magic is usually subtle rather than potent, and where formal magic is predictable and reliable, hearth magic is none of these things.&lt;br /&gt;
&lt;br /&gt;
While the principles that underlie hearth magic are common throughout the world, among every nation there are certain specific practices, customs, or traditions that draw on the power of the world&#039;s innate magic. Often these proud customs are nothing more than traditions - but sometimes their practice taps into some facet of the world resulting in a truly magical effect. The Urizen are no exception to this - but their understanding of hearth magic reflects the emphasis they place on philosophy and scholasticism.&lt;br /&gt;
&lt;br /&gt;
You can learn more about hearth magic, what it is and how it works, [[hearth magic|here]].&lt;br /&gt;
&lt;br /&gt;
==Assurance==&lt;br /&gt;
Oaths, vows, debts, and obligations represent some of the best known hearth magics in the Empire. In Urizen it is understood that simply to give your assurance that you will do something creates a change in the world - one that can be for weal or woe. Some philosophers believe that a person&#039;s words shape their destiny - others claim that it is the Creator who holds you to account, demanding that you make good on your claims or else face the consequences. Nobody is certain why this hearth magic works the way it does - only that it works.&lt;br /&gt;
&lt;br /&gt;
The most common view of assurance, is that the degree of passion, the level of commitment to the words spoken is important, as is the nature of the thing to which you commit yourself. A casual statement that you intend to take supper after dark is not going to move the stars no matter what time you eat. But a sworn vow to destroy the Druj, sealed with a drop of blood taken from each thumb, before a circle of seven of your peers is a thing of power.&lt;br /&gt;
&lt;br /&gt;
The Urizeni practice of perfecting [[Urizen culture and customs#Poise|poise]] is an important asset for those who seek to master the hearth magic of assurance. Those who give in to their emotions can easily find themselves moved to speak in anger, committing them to a path they cannot travel. Those who master their emotions release them only when the moment is right gaining power from their words by committing themselves to a path they have rationally chosen.&lt;br /&gt;
&lt;br /&gt;
The [[Druj]] famously do &#039;&#039;&#039;not&#039;&#039;&#039; keep their word, and many Urizen scholars argue that the debased nature of their society is the inevitable consequence of just such foolishness. Those who do not wish to suffer the same fate as the Druj take care with the commitments they make and provide assurances only after careful consideration. They strive to be as clear as possible about their intentions lest they unwittingly give their assurance to something over which they have no claim.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Assurance in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
The simplest way to invoke the hearth magic of assurance is be measured in your speech, and be mindful of any claims you make. You don&#039;t want to suffer the misadventure that befalls those who inadvertently commit themselves to some undesirable course of action, so control your emotions and be certain that you can make good on what you say. By roleplaying the belief that breaking your word, even unknowingly, will bring consequences on your head then you can add weight and importance to all the things you say you will do.&lt;br /&gt;
&lt;br /&gt;
If you do have cause to give an assurance, perhaps to swear an oath or a vow of some kind, then you should throw caution to the wind and invest your words with as much emotion and significance as possible. The Urizeni are not passionless, they seek to channel the strength of their emotions at the perfect moment. If you are certain that this is the right course of action, then this hearth magic encourages you to play up the drama and significance of such things to maximise the benefits. &lt;br /&gt;
&lt;br /&gt;
If you are forced to break your oath or repudiate some assurance you have given, then you can roleplay the misfortune that is bound to come your way as a result. Leaning in to the roleplaying around breaking your word is a great way to create drama for yourself and others, even if that just means roleplaying that any misfortune that falls on your head is a result of your perfidy or mistakes.&lt;br /&gt;
&lt;br /&gt;
When dealing with others, especially eternals, it can be appealing to try to find some clever interpretation of a promise that perfectly fits an agreement but is not what either party expected. A deal &#039;&#039;&amp;quot;to provide Prospero with that which you value above all other things&amp;quot;&#039;&#039; could be satisfied in a number of ways, depending on your characterisation. But this hearth magic is largely impervious to grammatical pedantry because it is rarely satisfying to welch out of your sworn oath by finding some rhetorical trick that renders your words moot. Doing that just renders your own actions meaningless and robs the things you have done of drama and significance.&lt;br /&gt;
&lt;br /&gt;
==Cession==&lt;br /&gt;
{{CaptionedImage|file=Comtemplation.jpeg|title=A considered gift is deep magic.|align=right|width=350}}&lt;br /&gt;
There is a deep hearth magic in the giving of gifts - in the ceding of something to another. To be most effective the offering must be meaningful and significant to the person who gives it up and to the person who receives it. A small gift of money from one merchant prince to another is of little note - but a steel ring from their third finger has powerful meaning for both of them. Gifts given in this way may gain power or significance out of proportion to their value. It is very rare for a gift to gain magical powers as a direct result, but the act of giving it up may change it in some way. It is an observable fact that many notable items in Imperial history were at some point significant gifts. Much more common is that the gift will prove crucial at some future time, changing the fate of those who are tied to it.&lt;br /&gt;
&lt;br /&gt;
While other nations often view cession in material terms, the Urizeni understand that knowledge is often the most significant thing one person can give another. Urizeni teachers shared their knowledge of ritual magic with every nation when their joined the Empire, and they did so again when the Imperial Orcs were admitted. Knowledge is only rarely seen as a gift in other nations, because the naive assume that nothing is given up by sharing it. But knowledge is power - those who give knowledge away choose to give up that power. It is one thing to be the only coven in the world with mastery of a given ritual - it is quite another for it to be a part of the common knowledge of Imperial lore. Choosing which knowledge to conserve and which knowledge to give up is a dilemma faced by many Urizeni&lt;br /&gt;
&lt;br /&gt;
Gifts must be given freely to work their magic though - cession cannot be compelled or obligated. Stealing something of significance can bring hearth magic consequences - there are plenty of stories in the Empire of how the theft of an important item or secret lore backfired on the thief. In particular, stolen [[Magic_items#Artefacts|artefacts]] or magical knowledge can twist and distort when used, bringing fitting curses on the one who stole them. The strength of this hearth magic appears to require an element of betrayal - stealing from someone who is your friend or ally is much more likely to have a bad result than stealing from an enemy. As with the giving of gifts, there is an element of significance here - the more the parties involved consider the theft to be a betrayal the more backlash there is.&lt;br /&gt;
&lt;br /&gt;
Gifts are usually important and significant - but they are not always beneficial. A gift given in malice or treachery can be dangerous if accepted. It is wise to consider carefully the provenance of any gift as well as who it comes from. If it is truly a gift - then it can be declined without consequence - but it cannot be accepted without consequence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Cession in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
If you want to influence an important character - someone connected to you in the net of the heavens - then think about a gift you might give them. You might try and find out as much as you can about their character to seek out a gift that is particularly fitting. A present doesn&#039;t need to be in-character or out-of-character expensive - the best gifts are things that have a credible but interesting story. Giving a quill that was once owned by the founder of your spire is a rare gift that a character might realistically be able to acquire that doesn&#039;t need a ribbon or an expensive phys-rep. In some ways the roleplaying that surrounds the actual gift-giving is more important than the physical item itself.&lt;br /&gt;
&lt;br /&gt;
If you accept a gift, then look for ways to make it meaningful in a way that adds to your character&#039;s story. Use the gifted quill to address your winged messengers. Carry the sword into battle. Wear the gifted sash when you go to the Senate. Leaning in to the idea that gifts are important can lead to all kinds of emergent narrative as well as reflecting the roleplaying of the person who gave it to you. When recounting stories, it can be fun to assign any success or good fortune to the influence of a significant gift.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that not all gifts bode well for those who accept them - both the [https://en.wikipedia.org/wiki/White_elephant white elephant] and the [https://en.wikipedia.org/wiki/Trojan_Horse trojan horse] represent gifts that are intended to bring harm to the receiver. It is entirely appropriate to ask after the provenance of the gift, where is it from, who made it, what purpose is it intended for., and more importantly &#039;&#039;why&#039;&#039; someone is giving it to your. It is also perfectly acceptable to refuse a gift, and finding a way to do so politely or without giving away your distrust of the gift or the giver can be a fun roleplaying challenge.&lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
An important idea in formal magic and hearth magic is the principle that [[Ritual_theory#The_Law_of_Essence|everything has an intrinsic essence]], a fundamental set of characteristics that make it what it is. The essence of something is irreducible; it literally represents the qualities which are &#039;&#039;essential&#039;&#039;. If you remove an essential part of something then the thing ceases to be what it was and becomes something else.&lt;br /&gt;
&lt;br /&gt;
The essential nature of a thing is much more than just its physical essence. A suit of armour worn by a hero might endure unchanged for centuries. Over time parts of the armour might become damaged beyond repair and need to be replaced by an equally skilled smith. But if is treated well, it is still the same suit of armour even if every part of it is replaced, because its essential nature endures untouched.&lt;br /&gt;
&lt;br /&gt;
The use of symbols is the most common way to employ the hearth magic of essence. For example certain animals and birds are understood to be connected to the virtues, so an association with the appropriate creature will work to make someone more virtuous. Of course most people don&#039;t carry a bird with them but art that depicts a bird still works, because it shares many of the essential qualities of the bird itself. Such art might painstaking attempt to faithfully depict the bird in question or, [[Wintermark_look_and_feel#Icons_and_Artistry|as with Wintermark drawings of birds]], but is equally effective to reduce the image to something more essential. These symbolic forms are just as effective because they capture the immutable nature of the bird in question.&lt;br /&gt;
&lt;br /&gt;
For the Urizen, the purest expression of these symbolic forms are to be found in the [[astronomancy|astronomantic]] constellations. A door that is marked with a faithful image of the [[The_Key_and_The_Lock#The_Lock|the Lock]] becomes harder to open without the key. A garden planted in the shape of [[the Fountain]] will grown lush and wholesome plants. &lt;br /&gt;
The hearth magic can be invoked by laying things out in the shape made of the constellation, or by employing an image of the thing the stars represent. For example, the Urizen banner that hangs in the Senate uses both an image of a bird with bright plumage and a depiction of the stars themselves to invoke the symbolic power of [[the Phoenix]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Essence in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
The easiest way to evoke essence is by including images and sigils on your costume, using them to decorate your tent, or painting them on your body. You might try to reduce something down to its barest essentials - four circles in a lopsided rectangle to evoke [[the Door]]. You might lean toward something more geometric - painstakingly drawing lines to connect the nodes of a constellation at just the right angle. You might go the other way, and evoke [[the Phoenix]] by creating representative or abstract paintings to hang in your tent to impart the idea of learning and seeking perfection to anyone who spends time in your tent.&lt;br /&gt;
&lt;br /&gt;
Another way to invoke this hearth magic is to be constantly alert for symbols and signs, and draw attention to them. It can be tricky to do effectively, but finding a symbol, talking about what it means, and using it to guide your roleplaying can lead in very interesting directions. Simply saying &amp;quot;that Jotun has a wolf head cloak, so we should expect them to act like a wolf, and we can weaken them by separating them from their friends&amp;quot; may go horribly wrong or it may lead to a great emergent narrative. &lt;br /&gt;
&lt;br /&gt;
Talking to people about the symbols they surround themselves with is also a way to start a conversation - either by making assumptions about them based on the essential nature of those symbols or by simple enquiring as to their meaning.&lt;br /&gt;
==Space==&lt;br /&gt;
The notorious Urizeni [[Urizen_culture_and_customs#Privacy_and_politeness|insistence on personal boundaries]] is not just a matter of etiquette, it is informed by their understanding of the magic of boundaries. Many people are aware that [[spellcasting]] requires touch to be effective, that a pronouncement of doom can only be delivered by someone who is close enough to touch you, but the truth runs much deeper than this. Contact between people creates associations between them which can have unforeseen consequences. Such consequences might be minor, an interruption that disturbs your [[arete]] or your poise, but the risks are potentially much higher. Letting another person into your personal space, lowers your defences and leaves you vulnerable, so it is only prudent to be careful. &lt;br /&gt;
&lt;br /&gt;
Urizeni often set their personal space based on three fundamental boundaries. The first boundary is the limits of the human body, the point at which another being physically touches you. The second boundary is the point at which a person enters your personal space, the point at which they come close enough to touch you. The final boundary is when a person enters your property, where someone enters the physical space over which you claim dominion. For most Urizeni that is their personal rooms, but an arbiter might well see their entire spire in such terms, and a senator might see their entire territory that way.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Space in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
The Urizeni understanding of space complements the nation&#039;s social customs and provides a metaphysical basis for their approach. If a character asks why the Urizen are so stand-offish about personal contact you can explain the dangers involved in allowing another person to cross one of your personal boundaries.&lt;br /&gt;
&lt;br /&gt;
This hearth magic is about much more than simply justifying an insistence on personal space. Using the hearth magic to mark out a space over which you can claim dominion allows you to determine who enters and who doesn&#039;t - and creates opportunities for conflict with people who trespass on a place you have claimed for yourself. The obvious place to do this at Anvil is with your tent or your camp - but you don&#039;t have to restrict it to this. If you are part of a [[coven]] that uses the Imperial [[regio]] for example, then you might take steps to claim it as your own by marking the boundaries in an appropriate fashion or by otherwise stamping your coven&#039;s identity onto the area for the duration of your ritual. When visiting someone else&#039;s camp or tent, waiting until you are invited to enter and insisting on an invitation can emphasise the idea that you are passing through someones&#039; outer boundary and evoke this hearth magic.&lt;br /&gt;
&lt;br /&gt;
The importance of space also gives you a basis to make issues about your personal space significant. Allowing someone to pass one of your boundaries without comment, or inviting them to do so, can create a powerful character moment. You can invest emotional weight in a scene simply by inviting someone to take a seat next to you - or simply by accepting a hand outstretched in greeting. Equally you can make your feelings clear about someone by pointedly refusing such a gesture, or by moving yourself so that they are no longer close.&lt;br /&gt;
==Witness==&lt;br /&gt;
Deeds become more consequential when people witness them. They gain meaning and significance - and in the right circumstances they gain power. An oath sworn alone may be important, but a ceremonial oath pledged in front of an audience assembled to hear it is far more potent. Urizen ritual groups sometimes invite people to act as witnesses to their rituals for this reason. &lt;br /&gt;
&lt;br /&gt;
A witness need not be living for to be effective. A human statue looking out from a fountain is still a witness, even if it is forever mute to what it has seen. Many people across the Empire will carve gargoyles and other watchers onto buildings, gables and lintels, with little true understanding of what they are doing other than the knowledge that such things can help to keep the occupants safe some how. The more sophisticated approach employed in Urizen, is to reduce the power of witness to its essential form, the eye. This is one of the reasons that the eye is such an effective symbol of vigilance. In Urizen, eyes are often carved or painted onto surfaces to give additional significance to events that take place near them, and to remind those present that their deeds are seen. The sun and the moon are sometimes used to symbolise the “Eyes of the Heavens.” Events performed when the sun is clearly visible in the sky are “witnessed” by the sun. At night the moon, especially the full moon, observes events. If one truly wishes to act in secrecy then one should act under the new moon, or when the moon is not visible in the sky.&lt;br /&gt;
&lt;br /&gt;
A carved eye cannot be controlled, it stares unblinking, witnessing all - but you can always control where your own eyes fall. What this hearth magic shows is that there can be no impartial witness, standing on in mute testimony to events. Merely to observe something is to empower it - simply watching someone act is lending them your support. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Witness in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
Using this hearth magic is often about being generous with other people&#039;s roleplaying. If someone is swearing an important oath - then the best way to make that moment significant is for an audience to gather to witness it. By working with other players, you can make important roleplaying moments be crucial for the game just by choosing to be there to see them happen. And you don&#039;t have to be silent throughout - while it&#039;s best not to detract from a dramatic moment - it&#039;s not a breach of poise to applaud, cheer, or salute when the time comes.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re careful, you can also use this hearth magic in reverse. If there are ignominious deeds taking place of which your character does not approve, then you might proclaim your refusal to stand witness to such things and turn on your heel and walk away. Doing so at the right time can add to the drama of the moment for everyone - especially if others follow your lead. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote&amp;gt;Darkness cannot drive out darkness; only light can do that.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Illumination==&lt;br /&gt;
Light dispels darkness and allows one to witness deeds that might otherwise go unseen. It drives away confusion and mystery, and exposes poisonous secrets. &lt;br /&gt;
Natural light is potent, but artificial light - light harnessed with mirrors or lenses, or produced by lightstones - is much more effective in this regard. People in well lit rooms find it easier to concentrate or focus. It can have a calming effect, dispelling confusion and bringing clarity. It&#039;s easier to learn, and easier to teach, in brightly lit environments.&lt;br /&gt;
&lt;br /&gt;
The heliopticon is an example of the Urizen skill with manipulating light, while the magical lightstones they invented are another. A common light in Urizen homes is a single lightstone or brazier surrounded by mirrors and lenses that focus and direct the light into all corners of a chamber. In enclosed environments such as Urizen spires and mines, fire is less than ideal. Consequently they prefer to light these places with either natural light, luminescent plants and crystals, or the reflected light of the sun or a single beacon.&lt;br /&gt;
&lt;br /&gt;
Light can reveal falsehoods, or hidden details. Divinations performed in illuminated areas may sometimes prove more effective, while liars often turn their face away from a source of light before they utter a falsehood. It can also penetrate disguises - there is a common element to Urizen stories that the shadow cast by a shapechanger will match its true form or otherwise betray its sinister nature. Many unnatural creatures - especially malignant ghosts, spiteful tulpas, and malicious heralds find it difficult to enter well-lit areas and may in some cases actually be harmed by a bright, clear light.&lt;br /&gt;
&lt;br /&gt;
The other side to this hearth magic is that events that take place in complete darkness often acquire a sinister overtone. Some groups actively exploit this. Conspirators for example might do well to meet under cover of total darkness - apart from the obvious advantages in concealing people&#039;s identities, there is some evidence that it makes it much harder to uncover details about such a meeting with magic. Eternals such as [[Kimus]] and the [[Whisper Gallery]] in particular are known to struggle to learn about things that happen in pitch blackness. There is a common belief in Urizen that things that happen in dark or shadowy environments naturally tend toward the nefarious and underhand.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Illumination in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
More than any other characters, an Urizen is likely to ensure they have a personal light source if they go out in the dark. [[Technology#Lightstones|Lightstones]] were created specifically to give Urizen players in particular options to use more modern lighting solutions that also have the feel of being magical.&lt;br /&gt;
&lt;br /&gt;
Illumination can&#039;t provide a [[Roleplaying_effects#Overcoming_Roleplaying_Effects|source of spiritual strength]] by itself - although for an Urizen it makes sense to create [[consecration]] or magically enchanted areas such as the [[Chamber of Pallas]] in areas that are well lit. Rather, when you are in a place with good illumination, you are free to change your roleplaying slightly. To feel more focused, or to master confusion, pain, or negative emotions to some degree. It&#039;s obvious that one requires light to read something, but its entirely natural for an Urizen to want the best light available before they will read anything on the understanding that the better the light the easier it will be for them to take in. Insisting on taking a letter or a book to a well lit area - where coincidentally there are a number of other Urizen - can also be a way to involve other people in your roleplaying.&lt;br /&gt;
&lt;br /&gt;
Light is not a truth spell - nothing in Empire can compel you to be honest. But if you&#039;re roleplaying an emotional scene, especially one with another Urizeni, and you want to give away the fact that your character is being deceptive, subversive, or holding something back, then turning your face away from the light when you speak is a great way to dramatically signal what you&#039;re doing. If you want to be more subtle, you might put your hand briefly between you and the light to cast your mouth in shadow when you speak. Alternatively, if you&#039;ve decided that the moment has come to confess something, then entering a brightly lit area might be the final justification your character needs to spill their darkest secret.&lt;br /&gt;
&lt;br /&gt;
The belief that conspirators and schemers meet in darkness can be flipped over such that an Urizen character might insist on having all significant meetings in areas that are as brightly lit, and being suspicious of anything that is done in darkness or shadow. People who go about without lights, for example, are often up to no good in the eyes of many Urizen.&lt;br /&gt;
&lt;br /&gt;
==Truth==&lt;br /&gt;
Truth has a way of making itself known. Deception is fragile and can shatter at any moment, as the truth reveals itself. All mortal beings feel a desire to tell the truth - though some are more practised at resisting that urge. People have an instinctive ear for truth - they know it when they hear it - and speak of words having the &amp;quot;ring of truth&amp;quot; to them. All of these things are a reflection of the fact that the truth strives constantly to be discovered.&lt;br /&gt;
&lt;br /&gt;
Reams of philosophy have been written in Urizen about the power of truth. A common Urizeni view is that the world is divided into those things which are truth, and those which are only supposed or imagined. As a result, some Urizen devote themselves to personal quest for truth, whether that be self-knowledge, [https://en.wikipedia.org/wiki/Gnosis gnosis], or political or historical truths like those pursued by many [[Urizen_leadership#Torchbearers|torchbearers]]. This pursuit of truth exacerbates conflict between Urizen scholars who insist that the quest for unvarnished truth is the only correct way to proceed, and the more popular Highborn approach that truth is different to fact and that inspirational fiction is more valuable than unvirtuous fact. Others adopt a more nuanced interpretation, claiming that truth is a quality that an idea or a thing might possess to a greater or lesser extent. After-all, the most effective lies are those that contain a kernel of truth.&lt;br /&gt;
&lt;br /&gt;
[[Wisdom]] teaches that all knowledge is incomplete. Truth is a powerful hearth magic; plans based on truth will succeed where others fail, but it is not necessary for every assumption to be correct. The key to effective action is to know one thing truthfully - and to make that the keystone of your actions. The truer the foundations, the stronger the building you will erect.&lt;br /&gt;
&lt;br /&gt;
Revealing the truth can be destructive. The truth destroys falsehoods, tearing them apart, shattering the lives of people or communities whose foundations are built on those lies. Despite this, Urizen scholars largely agree that there is no truth that &amp;quot;humans were not meant to know&amp;quot;. The truth wants to be known - that is its essential quality. A truth may be unsettling or upsetting - it might even harm people when it comes to light - but these effects come from the destruction of comfortable lies not from the truth itself. The idea that simply knowing a fact might somehow harm the mind, or drive someone mad, is laughable. &lt;br /&gt;
&lt;br /&gt;
Truth is also a requirement for any magic to function at all. Only a fool would imagine that you can deceive [[Ritual_theory#The_Law_of_Presence|the law of presence]] by falsely claiming to be in the presence of something when you are not. But nor can you fool the law of dominion by claiming to have authority over something when you do not. The laws of magic only work on the quintessential truth of something. So an army can be enchanted by targeting the general who has authority over it, or by targeting the egregore who has a bond with it, but it can&#039;t be enchanted by targeting the adjunct, because their authority lacks the fundamental truth of dominion.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Truth in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
Seeking out the truth can be a character calling, but regularly asking &amp;quot;Is that true?&amp;quot; or &amp;quot;What actually happened?&amp;quot; can lead to interesting roleplaying moments. Likewise, questioning the provenance of information you receive from another character, or examining truths people take for granted, can lead your character in unexpected directions. Be careful not to take this too far - there is no value in questioning the information presented in winds of war and winds of fortune - but it can be interesting to challenge people when they put forward their character&#039;s opinions and views on things.&lt;br /&gt;
&lt;br /&gt;
You can practice this hearth magic simply by sticking to the truth and the facts as much as possible. This can be especially true when you are writing things down, in a journal or report, or when you are presenting something to a group of people. The Urizen don&#039;t believe that truth is subjective or relative - something is either true or it isn&#039;t - and taking this slightly adversarial stance can also lead to interesting roleplaying moments for you and the people you deal with.&lt;br /&gt;
&lt;br /&gt;
This hearth magic concerns important truths - the facts that people base their decisions on. It doesn&#039;t preclude the kind of social falsehoods we all practice day to day - the Urizen do not believe it is dangerous to tell someone they look nice if that&#039;s not entirely true for example. Urizen writers are no less likely to use poetic language than anyone else - everyone understands that metaphors are not meant to be taken as literal fact. But they do believe that truth should be the basis for action. Attempting to build a magical ritual on a false premise is to invite disaster; Urizen characters would argue that this applies to everything in all levels of Imperial life.&lt;br /&gt;
&lt;br /&gt;
Finally, when the truth does come out, or something built on a foundation of lies collapses, it is entirely appropriate for Urizen characters to be the ones to say &amp;quot;I told you so&amp;quot; and point out the many ways in which avoiding the truth has lead to disaster.&lt;br /&gt;
{{Urizen Links}}&lt;br /&gt;
[[Category:Hearth Magic]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_hearth_magic&amp;diff=94197</id>
		<title>Urizen hearth magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_hearth_magic&amp;diff=94197"/>
		<updated>2022-08-04T10:03:00Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
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&lt;div&gt;{{CaptionedImage|file=Light1.jpg|title=Lightstones bring illumination to even the darkest places|align=right|width=350}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In the world of Empire, formal magic is the application of learning and willpower to create supernatural effects. There is another form of magic, however which does not require the user to be a magician. [[Hearth magic]] employs the innate natural magic of the world to produce subtle but significant effects in much the same way that a compass needle always points true north. The magic is not based on the abilities of a magician, but relies on the innate mystical properties of the world. Hearth magic is usually subtle rather than potent, and where formal magic is predictable and reliable, hearth magic is none of these things.&lt;br /&gt;
&lt;br /&gt;
While the principles that underlie hearth magic are common throughout the world, among every nation there are certain specific practices, customs, or traditions that draw on the power of the world&#039;s innate magic. Often these proud customs are nothing more than traditions - but sometimes their practice taps into some facet of the world resulting in a truly magical effect. The Urizen are no exception to this - but their understanding of hearth magic reflects the emphasis they place on philosophy and scholasticism.&lt;br /&gt;
&lt;br /&gt;
You can learn more about hearth magic, what it is and how it works, [[hearth magic|here]].&lt;br /&gt;
&lt;br /&gt;
==Assurance==&lt;br /&gt;
Oaths, vows, debts, and obligations represent some of the best known hearth magics in the Empire. In Urizen it is understood that simply to give your assurance that you will do something creates a change in the world - one that can be for weal or woe. Some philosophers believe that a person&#039;s words shape their destiny - others claim that it is the Creator who holds you to account, demanding that you make good on your claims or else face the consequences. Nobody is certain why this hearth magic works the way it does - only that it works.&lt;br /&gt;
&lt;br /&gt;
The most common view of assurance, is that the degree of passion, the level of commitment to the words spoken is important, as is the nature of the thing to which you commit yourself. A casual statement that you intend to take supper after dark is not going to move the stars no matter what time you eat. But a sworn vow to destroy the Druj, sealed with a drop of blood taken from each thumb, before a circle of seven of your peers is a thing of power.&lt;br /&gt;
&lt;br /&gt;
The Urizeni practice of perfecting [[Urizen culture and customs#Poise|poise]] is an important asset for those who seek to master the hearth magic of assurance. Those who give in to their emotions can easily find themselves moved to speak in anger, committing them to a path they cannot travel. Those who master their emotions release them only when the moment is right gaining power from their words by committing themselves to a path they have rationally chosen.&lt;br /&gt;
&lt;br /&gt;
The [[Druj]] famously do &#039;&#039;&#039;not&#039;&#039;&#039; keep their word, and many Urizen scholars argue that the debased nature of their society is the inevitable consequence of just such foolishness. Those who do not wish to suffer the same fate as the Druj take care with the commitments they make and provide assurances only after careful consideration. They strive to be as clear as possible about their intentions lest they unwittingly give their assurance to something over which they have no claim.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Assurance in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
The simplest way to invoke the hearth magic of assurance is be measured in your speech, and be mindful of any claims you make. You don&#039;t want to suffer the misadventure that befalls those who inadvertently commit themselves to some undesirable course of action, so control your emotions and be certain that you can make good on what you say. By roleplaying the belief that breaking your word, even unknowingly, will bring consequences on your head then you can add weight and importance to all the things you say you will do.&lt;br /&gt;
&lt;br /&gt;
If you do have cause to give an assurance, perhaps to swear an oath or a vow of some kind, then you should throw caution to the wind and invest your words with as much emotion and significance as possible. The Urizeni are not passionless, they seek to channel the strength of their emotions at the perfect moment. If you are certain that this is the right course of action, then this hearth magic encourages you to play up the drama and significance of such things to maximise the benefits. &lt;br /&gt;
&lt;br /&gt;
If you are forced to break your oath or repudiate some assurance you have given, then you can roleplay the misfortune that is bound to come your way as a result. Leaning in to the roleplaying around breaking your word is a great way to create drama for yourself and others, even if that just means roleplaying that any misfortune that falls on your head is a result of your perfidy or mistakes.&lt;br /&gt;
&lt;br /&gt;
When dealing with others, especially eternals, it can be appealing to try to find some clever interpretation of a promise that perfectly fits an agreement but is not what either party expected. A deal &#039;&#039;&amp;quot;to provide Prospero with that which you value above all other things&amp;quot;&#039;&#039; could be satisfied in a number of ways, depending on your characterisation. But this hearth magic is largely impervious to grammatical pedantry because it is rarely satisfying to welch out of your sworn oath by finding some rhetorical trick that renders your words moot. Doing that just renders your own actions meaningless and robs the things you have done of drama and significance.&lt;br /&gt;
&lt;br /&gt;
==Cession==&lt;br /&gt;
{{CaptionedImage|file=Comtemplation.jpg|title=A considered gift is deep magic.|align=right|width=350}}&lt;br /&gt;
There is a deep hearth magic in the giving of gifts - in the ceding of something to another. To be most effective the offering must be meaningful and significant to the person who gives it up and to the person who receives it. A small gift of money from one merchant prince to another is of little note - but a steel ring from their third finger has powerful meaning for both of them. Gifts given in this way may gain power or significance out of proportion to their value. It is very rare for a gift to gain magical powers as a direct result, but the act of giving it up may change it in some way. It is an observable fact that many notable items in Imperial history were at some point significant gifts. Much more common is that the gift will prove crucial at some future time, changing the fate of those who are tied to it.&lt;br /&gt;
&lt;br /&gt;
While other nations often view cession in material terms, the Urizeni understand that knowledge is often the most significant thing one person can give another. Urizeni teachers shared their knowledge of ritual magic with every nation when their joined the Empire, and they did so again when the Imperial Orcs were admitted. Knowledge is only rarely seen as a gift in other nations, because the naive assume that nothing is given up by sharing it. But knowledge is power - those who give knowledge away choose to give up that power. It is one thing to be the only coven in the world with mastery of a given ritual - it is quite another for it to be a part of the common knowledge of Imperial lore. Choosing which knowledge to conserve and which knowledge to give up is a dilemma faced by many Urizeni&lt;br /&gt;
&lt;br /&gt;
Gifts must be given freely to work their magic though - cession cannot be compelled or obligated. Stealing something of significance can bring hearth magic consequences - there are plenty of stories in the Empire of how the theft of an important item or secret lore backfired on the thief. In particular, stolen [[Magic_items#Artefacts|artefacts]] or magical knowledge can twist and distort when used, bringing fitting curses on the one who stole them. The strength of this hearth magic appears to require an element of betrayal - stealing from someone who is your friend or ally is much more likely to have a bad result than stealing from an enemy. As with the giving of gifts, there is an element of significance here - the more the parties involved consider the theft to be a betrayal the more backlash there is.&lt;br /&gt;
&lt;br /&gt;
Gifts are usually important and significant - but they are not always beneficial. A gift given in malice or treachery can be dangerous if accepted. It is wise to consider carefully the provenance of any gift as well as who it comes from. If it is truly a gift - then it can be declined without consequence - but it cannot be accepted without consequence.&lt;br /&gt;
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&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Cession in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
If you want to influence an important character - someone connected to you in the net of the heavens - then think about a gift you might give them. You might try and find out as much as you can about their character to seek out a gift that is particularly fitting. A present doesn&#039;t need to be in-character or out-of-character expensive - the best gifts are things that have a credible but interesting story. Giving a quill that was once owned by the founder of your spire is a rare gift that a character might realistically be able to acquire that doesn&#039;t need a ribbon or an expensive phys-rep. In some ways the roleplaying that surrounds the actual gift-giving is more important than the physical item itself.&lt;br /&gt;
&lt;br /&gt;
If you accept a gift, then look for ways to make it meaningful in a way that adds to your character&#039;s story. Use the gifted quill to address your winged messengers. Carry the sword into battle. Wear the gifted sash when you go to the Senate. Leaning in to the idea that gifts are important can lead to all kinds of emergent narrative as well as reflecting the roleplaying of the person who gave it to you. When recounting stories, it can be fun to assign any success or good fortune to the influence of a significant gift.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that not all gifts bode well for those who accept them - both the [https://en.wikipedia.org/wiki/White_elephant white elephant] and the [https://en.wikipedia.org/wiki/Trojan_Horse trojan horse] represent gifts that are intended to bring harm to the receiver. It is entirely appropriate to ask after the provenance of the gift, where is it from, who made it, what purpose is it intended for., and more importantly &#039;&#039;why&#039;&#039; someone is giving it to your. It is also perfectly acceptable to refuse a gift, and finding a way to do so politely or without giving away your distrust of the gift or the giver can be a fun roleplaying challenge.&lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
An important idea in formal magic and hearth magic is the principle that [[Ritual_theory#The_Law_of_Essence|everything has an intrinsic essence]], a fundamental set of characteristics that make it what it is. The essence of something is irreducible; it literally represents the qualities which are &#039;&#039;essential&#039;&#039;. If you remove an essential part of something then the thing ceases to be what it was and becomes something else.&lt;br /&gt;
&lt;br /&gt;
The essential nature of a thing is much more than just its physical essence. A suit of armour worn by a hero might endure unchanged for centuries. Over time parts of the armour might become damaged beyond repair and need to be replaced by an equally skilled smith. But if is treated well, it is still the same suit of armour even if every part of it is replaced, because its essential nature endures untouched.&lt;br /&gt;
&lt;br /&gt;
The use of symbols is the most common way to employ the hearth magic of essence. For example certain animals and birds are understood to be connected to the virtues, so an association with the appropriate creature will work to make someone more virtuous. Of course most people don&#039;t carry a bird with them but art that depicts a bird still works, because it shares many of the essential qualities of the bird itself. Such art might painstaking attempt to faithfully depict the bird in question or, [[Wintermark_look_and_feel#Icons_and_Artistry|as with Wintermark drawings of birds]], but is equally effective to reduce the image to something more essential. These symbolic forms are just as effective because they capture the immutable nature of the bird in question.&lt;br /&gt;
&lt;br /&gt;
For the Urizen, the purest expression of these symbolic forms are to be found in the [[astronomancy|astronomantic]] constellations. A door that is marked with a faithful image of the [[The_Key_and_The_Lock#The_Lock|the Lock]] becomes harder to open without the key. A garden planted in the shape of [[the Fountain]] will grown lush and wholesome plants. &lt;br /&gt;
The hearth magic can be invoked by laying things out in the shape made of the constellation, or by employing an image of the thing the stars represent. For example, the Urizen banner that hangs in the Senate uses both an image of a bird with bright plumage and a depiction of the stars themselves to invoke the symbolic power of [[the Phoenix]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Essence in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
The easiest way to evoke essence is by including images and sigils on your costume, using them to decorate your tent, or painting them on your body. You might try to reduce something down to its barest essentials - four circles in a lopsided rectangle to evoke [[the Door]]. You might lean toward something more geometric - painstakingly drawing lines to connect the nodes of a constellation at just the right angle. You might go the other way, and evoke [[the Phoenix]] by creating representative or abstract paintings to hang in your tent to impart the idea of learning and seeking perfection to anyone who spends time in your tent.&lt;br /&gt;
&lt;br /&gt;
Another way to invoke this hearth magic is to be constantly alert for symbols and signs, and draw attention to them. It can be tricky to do effectively, but finding a symbol, talking about what it means, and using it to guide your roleplaying can lead in very interesting directions. Simply saying &amp;quot;that Jotun has a wolf head cloak, so we should expect them to act like a wolf, and we can weaken them by separating them from their friends&amp;quot; may go horribly wrong or it may lead to a great emergent narrative. &lt;br /&gt;
&lt;br /&gt;
Talking to people about the symbols they surround themselves with is also a way to start a conversation - either by making assumptions about them based on the essential nature of those symbols or by simple enquiring as to their meaning.&lt;br /&gt;
==Space==&lt;br /&gt;
The notorious Urizeni [[Urizen_culture_and_customs#Privacy_and_politeness|insistence on personal boundaries]] is not just a matter of etiquette, it is informed by their understanding of the magic of boundaries. Many people are aware that [[spellcasting]] requires touch to be effective, that a pronouncement of doom can only be delivered by someone who is close enough to touch you, but the truth runs much deeper than this. Contact between people creates associations between them which can have unforeseen consequences. Such consequences might be minor, an interruption that disturbs your [[arete]] or your poise, but the risks are potentially much higher. Letting another person into your personal space, lowers your defences and leaves you vulnerable, so it is only prudent to be careful. &lt;br /&gt;
&lt;br /&gt;
Urizeni often set their personal space based on three fundamental boundaries. The first boundary is the limits of the human body, the point at which another being physically touches you. The second boundary is the point at which a person enters your personal space, the point at which they come close enough to touch you. The final boundary is when a person enters your property, where someone enters the physical space over which you claim dominion. For most Urizeni that is their personal rooms, but an arbiter might well see their entire spire in such terms, and a senator might see their entire territory that way.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Space in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
The Urizeni understanding of space complements the nation&#039;s social customs and provides a metaphysical basis for their approach. If a character asks why the Urizen are so stand-offish about personal contact you can explain the dangers involved in allowing another person to cross one of your personal boundaries.&lt;br /&gt;
&lt;br /&gt;
This hearth magic is about much more than simply justifying an insistence on personal space. Using the hearth magic to mark out a space over which you can claim dominion allows you to determine who enters and who doesn&#039;t - and creates opportunities for conflict with people who trespass on a place you have claimed for yourself. The obvious place to do this at Anvil is with your tent or your camp - but you don&#039;t have to restrict it to this. If you are part of a [[coven]] that uses the Imperial [[regio]] for example, then you might take steps to claim it as your own by marking the boundaries in an appropriate fashion or by otherwise stamping your coven&#039;s identity onto the area for the duration of your ritual. When visiting someone else&#039;s camp or tent, waiting until you are invited to enter and insisting on an invitation can emphasise the idea that you are passing through someones&#039; outer boundary and evoke this hearth magic.&lt;br /&gt;
&lt;br /&gt;
The importance of space also gives you a basis to make issues about your personal space significant. Allowing someone to pass one of your boundaries without comment, or inviting them to do so, can create a powerful character moment. You can invest emotional weight in a scene simply by inviting someone to take a seat next to you - or simply by accepting a hand outstretched in greeting. Equally you can make your feelings clear about someone by pointedly refusing such a gesture, or by moving yourself so that they are no longer close.&lt;br /&gt;
==Witness==&lt;br /&gt;
Deeds become more consequential when people witness them. They gain meaning and significance - and in the right circumstances they gain power. An oath sworn alone may be important, but a ceremonial oath pledged in front of an audience assembled to hear it is far more potent. Urizen ritual groups sometimes invite people to act as witnesses to their rituals for this reason. &lt;br /&gt;
&lt;br /&gt;
A witness need not be living for to be effective. A human statue looking out from a fountain is still a witness, even if it is forever mute to what it has seen. Many people across the Empire will carve gargoyles and other watchers onto buildings, gables and lintels, with little true understanding of what they are doing other than the knowledge that such things can help to keep the occupants safe some how. The more sophisticated approach employed in Urizen, is to reduce the power of witness to its essential form, the eye. This is one of the reasons that the eye is such an effective symbol of vigilance. In Urizen, eyes are often carved or painted onto surfaces to give additional significance to events that take place near them, and to remind those present that their deeds are seen. The sun and the moon are sometimes used to symbolise the “Eyes of the Heavens.” Events performed when the sun is clearly visible in the sky are “witnessed” by the sun. At night the moon, especially the full moon, observes events. If one truly wishes to act in secrecy then one should act under the new moon, or when the moon is not visible in the sky.&lt;br /&gt;
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A carved eye cannot be controlled, it stares unblinking, witnessing all - but you can always control where your own eyes fall. What this hearth magic shows is that there can be no impartial witness, standing on in mute testimony to events. Merely to observe something is to empower it - simply watching someone act is lending them your support. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Witness in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
Using this hearth magic is often about being generous with other people&#039;s roleplaying. If someone is swearing an important oath - then the best way to make that moment significant is for an audience to gather to witness it. By working with other players, you can make important roleplaying moments be crucial for the game just by choosing to be there to see them happen. And you don&#039;t have to be silent throughout - while it&#039;s best not to detract from a dramatic moment - it&#039;s not a breach of poise to applaud, cheer, or salute when the time comes.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re careful, you can also use this hearth magic in reverse. If there are ignominious deeds taking place of which your character does not approve, then you might proclaim your refusal to stand witness to such things and turn on your heel and walk away. Doing so at the right time can add to the drama of the moment for everyone - especially if others follow your lead. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote&amp;gt;Darkness cannot drive out darkness; only light can do that.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Illumination==&lt;br /&gt;
Light dispels darkness and allows one to witness deeds that might otherwise go unseen. It drives away confusion and mystery, and exposes poisonous secrets. &lt;br /&gt;
Natural light is potent, but artificial light - light harnessed with mirrors or lenses, or produced by lightstones - is much more effective in this regard. People in well lit rooms find it easier to concentrate or focus. It can have a calming effect, dispelling confusion and bringing clarity. It&#039;s easier to learn, and easier to teach, in brightly lit environments.&lt;br /&gt;
&lt;br /&gt;
The heliopticon is an example of the Urizen skill with manipulating light, while the magical lightstones they invented are another. A common light in Urizen homes is a single lightstone or brazier surrounded by mirrors and lenses that focus and direct the light into all corners of a chamber. In enclosed environments such as Urizen spires and mines, fire is less than ideal. Consequently they prefer to light these places with either natural light, luminescent plants and crystals, or the reflected light of the sun or a single beacon.&lt;br /&gt;
&lt;br /&gt;
Light can reveal falsehoods, or hidden details. Divinations performed in illuminated areas may sometimes prove more effective, while liars often turn their face away from a source of light before they utter a falsehood. It can also penetrate disguises - there is a common element to Urizen stories that the shadow cast by a shapechanger will match its true form or otherwise betray its sinister nature. Many unnatural creatures - especially malignant ghosts, spiteful tulpas, and malicious heralds find it difficult to enter well-lit areas and may in some cases actually be harmed by a bright, clear light.&lt;br /&gt;
&lt;br /&gt;
The other side to this hearth magic is that events that take place in complete darkness often acquire a sinister overtone. Some groups actively exploit this. Conspirators for example might do well to meet under cover of total darkness - apart from the obvious advantages in concealing people&#039;s identities, there is some evidence that it makes it much harder to uncover details about such a meeting with magic. Eternals such as [[Kimus]] and the [[Whisper Gallery]] in particular are known to struggle to learn about things that happen in pitch blackness. There is a common belief in Urizen that things that happen in dark or shadowy environments naturally tend toward the nefarious and underhand.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Illumination in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
More than any other characters, an Urizen is likely to ensure they have a personal light source if they go out in the dark. [[Technology#Lightstones|Lightstones]] were created specifically to give Urizen players in particular options to use more modern lighting solutions that also have the feel of being magical.&lt;br /&gt;
&lt;br /&gt;
Illumination can&#039;t provide a [[Roleplaying_effects#Overcoming_Roleplaying_Effects|source of spiritual strength]] by itself - although for an Urizen it makes sense to create [[consecration]] or magically enchanted areas such as the [[Chamber of Pallas]] in areas that are well lit. Rather, when you are in a place with good illumination, you are free to change your roleplaying slightly. To feel more focused, or to master confusion, pain, or negative emotions to some degree. It&#039;s obvious that one requires light to read something, but its entirely natural for an Urizen to want the best light available before they will read anything on the understanding that the better the light the easier it will be for them to take in. Insisting on taking a letter or a book to a well lit area - where coincidentally there are a number of other Urizen - can also be a way to involve other people in your roleplaying.&lt;br /&gt;
&lt;br /&gt;
Light is not a truth spell - nothing in Empire can compel you to be honest. But if you&#039;re roleplaying an emotional scene, especially one with another Urizeni, and you want to give away the fact that your character is being deceptive, subversive, or holding something back, then turning your face away from the light when you speak is a great way to dramatically signal what you&#039;re doing. If you want to be more subtle, you might put your hand briefly between you and the light to cast your mouth in shadow when you speak. Alternatively, if you&#039;ve decided that the moment has come to confess something, then entering a brightly lit area might be the final justification your character needs to spill their darkest secret.&lt;br /&gt;
&lt;br /&gt;
The belief that conspirators and schemers meet in darkness can be flipped over such that an Urizen character might insist on having all significant meetings in areas that are as brightly lit, and being suspicious of anything that is done in darkness or shadow. People who go about without lights, for example, are often up to no good in the eyes of many Urizen.&lt;br /&gt;
&lt;br /&gt;
==Truth==&lt;br /&gt;
Truth has a way of making itself known. Deception is fragile and can shatter at any moment, as the truth reveals itself. All mortal beings feel a desire to tell the truth - though some are more practised at resisting that urge. People have an instinctive ear for truth - they know it when they hear it - and speak of words having the &amp;quot;ring of truth&amp;quot; to them. All of these things are a reflection of the fact that the truth strives constantly to be discovered.&lt;br /&gt;
&lt;br /&gt;
Reams of philosophy have been written in Urizen about the power of truth. A common Urizeni view is that the world is divided into those things which are truth, and those which are only supposed or imagined. As a result, some Urizen devote themselves to personal quest for truth, whether that be self-knowledge, [https://en.wikipedia.org/wiki/Gnosis gnosis], or political or historical truths like those pursued by many [[Urizen_leadership#Torchbearers|torchbearers]]. This pursuit of truth exacerbates conflict between Urizen scholars who insist that the quest for unvarnished truth is the only correct way to proceed, and the more popular Highborn approach that truth is different to fact and that inspirational fiction is more valuable than unvirtuous fact. Others adopt a more nuanced interpretation, claiming that truth is a quality that an idea or a thing might possess to a greater or lesser extent. After-all, the most effective lies are those that contain a kernel of truth.&lt;br /&gt;
&lt;br /&gt;
[[Wisdom]] teaches that all knowledge is incomplete. Truth is a powerful hearth magic; plans based on truth will succeed where others fail, but it is not necessary for every assumption to be correct. The key to effective action is to know one thing truthfully - and to make that the keystone of your actions. The truer the foundations, the stronger the building you will erect.&lt;br /&gt;
&lt;br /&gt;
Revealing the truth can be destructive. The truth destroys falsehoods, tearing them apart, shattering the lives of people or communities whose foundations are built on those lies. Despite this, Urizen scholars largely agree that there is no truth that &amp;quot;humans were not meant to know&amp;quot;. The truth wants to be known - that is its essential quality. A truth may be unsettling or upsetting - it might even harm people when it comes to light - but these effects come from the destruction of comfortable lies not from the truth itself. The idea that simply knowing a fact might somehow harm the mind, or drive someone mad, is laughable. &lt;br /&gt;
&lt;br /&gt;
Truth is also a requirement for any magic to function at all. Only a fool would imagine that you can deceive [[Ritual_theory#The_Law_of_Presence|the law of presence]] by falsely claiming to be in the presence of something when you are not. But nor can you fool the law of dominion by claiming to have authority over something when you do not. The laws of magic only work on the quintessential truth of something. So an army can be enchanted by targeting the general who has authority over it, or by targeting the egregore who has a bond with it, but it can&#039;t be enchanted by targeting the adjunct, because their authority lacks the fundamental truth of dominion.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Truth in Play&amp;lt;/p&amp;gt;&lt;br /&gt;
Seeking out the truth can be a character calling, but regularly asking &amp;quot;Is that true?&amp;quot; or &amp;quot;What actually happened?&amp;quot; can lead to interesting roleplaying moments. Likewise, questioning the provenance of information you receive from another character, or examining truths people take for granted, can lead your character in unexpected directions. Be careful not to take this too far - there is no value in questioning the information presented in winds of war and winds of fortune - but it can be interesting to challenge people when they put forward their character&#039;s opinions and views on things.&lt;br /&gt;
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You can practice this hearth magic simply by sticking to the truth and the facts as much as possible. This can be especially true when you are writing things down, in a journal or report, or when you are presenting something to a group of people. The Urizen don&#039;t believe that truth is subjective or relative - something is either true or it isn&#039;t - and taking this slightly adversarial stance can also lead to interesting roleplaying moments for you and the people you deal with.&lt;br /&gt;
&lt;br /&gt;
This hearth magic concerns important truths - the facts that people base their decisions on. It doesn&#039;t preclude the kind of social falsehoods we all practice day to day - the Urizen do not believe it is dangerous to tell someone they look nice if that&#039;s not entirely true for example. Urizen writers are no less likely to use poetic language than anyone else - everyone understands that metaphors are not meant to be taken as literal fact. But they do believe that truth should be the basis for action. Attempting to build a magical ritual on a false premise is to invite disaster; Urizen characters would argue that this applies to everything in all levels of Imperial life.&lt;br /&gt;
&lt;br /&gt;
Finally, when the truth does come out, or something built on a foundation of lies collapses, it is entirely appropriate for Urizen characters to be the ones to say &amp;quot;I told you so&amp;quot; and point out the many ways in which avoiding the truth has lead to disaster.&lt;br /&gt;
{{Urizen Links}}&lt;br /&gt;
[[Category:Hearth Magic]]&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_people&amp;diff=94196</id>
		<title>Urizen people</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_people&amp;diff=94196"/>
		<updated>2022-08-04T10:02:14Z</updated>

		<summary type="html">&lt;p&gt;Harry: /* Archetypes */&lt;/p&gt;
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&lt;div&gt;{{CaptionedImage|file=Urizen Games.jpg|caption=An [[ambition|ambitious]] people with a desire for order in all things.|align=right|width=600}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Urizen live in the mountains in settlements called [[spires]]: clusters of buildings, halls, galleries, and balconies that are carved into a hilltop or the side of a mountain peak. Spires tend to specialise: a given spire might be known for its fine craftsmanship, the beauty and artistry of its musicians, its dedication to martial affairs, or its mastery of one or more spheres of magical power. &lt;br /&gt;
&lt;br /&gt;
These majestic peaks have shaped Urizen society. They are defensible, but can only support a small population. As a result, Urizen is the smallest nation in terms of population, although its numbers have been slowly increasing since it joined the Empire. The small size gives every person a clear sense of their own importance and their place in the community. The Urizen philosophers claim that the high peaks allow them to maintain a sense of perspective on the world, giving them a physical distance from the turmoil of day-to-day life in the Empire that allows them to be able to consider problems dispassionately. &lt;br /&gt;
&lt;br /&gt;
The Urizen prize rationality and learning above all other qualities. They favour an ordered approach to life and their culture is shaped by the philosophies and ideals they have embraced. They are an ambitious people with a desire for perfection in all things and most Urizen spend what time they can in study, contemplation, and practice. Scholars and philosophers are prominent, but magic is considered the highest discipline of all in Urizen and their most prominent citizens are usually powerful mages. &lt;br /&gt;
&lt;br /&gt;
Urizen love to see practical applications of knowledge, lore, and philosophy. While learning for its own sake is laudable, the Urizen value much more highly knowledge that is used to create tangible benefit — to change the world, even in a small way. They are credited with creating whole branches of natural philosophy and mathematics, formalising and codifying ideas such as algebra, geometry, and trigonometry. They are most proud of practical inventions such as the telescope, or the many magical rituals they have created. They apply their learning to make their lives more comfortable and fulfilling, and strive for the ideal of achieving something elegantly and with the least expenditure of effort.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Aristotle&amp;quot;&amp;gt;All people by nature desire knowledge.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Urizen aspires to a sense of timeless tranquillity. They seek to cultivate serenity and calm in themselves and in their environment. Most Urizen live a structured life that provides a foundation for them to build their identities around. They are not moribund or calcified, but disruption of the personal daily routine is a clear sign that there are problems that demand their attention.&lt;br /&gt;
&lt;br /&gt;
A desire for order and perfection in all things is what drives most Urizen. They seek mastery of the self, often through philosophies such as [[arete]] and [[Urizen Culture and Customs#Poise|poise]], and they employ the teachings of the [[Net of the Heavens]] to make the world around them flawless and sublime. Most strive to move the Empire towards a utopia. While different spires disagree on what constitutes the perfect society, they broadly agree it should involve the largest amount of happiness for the largest number of people. &lt;br /&gt;
&lt;br /&gt;
The archetypal Urizen is an educated person who applies their learning and discipline to every part of their life. An individual Urizen might easily be an implacable blade-master, oratorical reformer, dedicated natural philosopher, wise theologian or powerful magician. Wherever possible, they seek to expand their understanding of the world and their role within it, and apply that understanding to achieve their goals.&lt;br /&gt;
==Archetypes==&lt;br /&gt;
{{CaptionedImage|file=Contemplation.jpeg|caption=The contemplation that leads to perfection.|align=right|width=350}}&lt;br /&gt;
&amp;lt;table style=&amp;quot;float: right; width: auto; margin-left: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot;&amp;gt;Urizen Archetypes&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;[[Arbiter]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;[[Sentinel]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Architect]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Stargazer]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Illuminate]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sword scholar|Sword Scholar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mage]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Torchbearer]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Seer]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Questor]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
There are magicians, priests, warriors, and traders of every stripe in every nation in the Empire. An archetype represents a specific attitude or approach to a given role that reflects cultural values and common ambitions of a nation. Choosing an archetype helps to define your character; it provides roleplaying hooks and ready-made character goals, but it also places demands on your character in terms of how you portray them. Selecting an archetype is optional, and it&#039;s better not to pick one if none of them appeal to you.&lt;br /&gt;
&lt;br /&gt;
Urizen is a nation of magicians, and the average citizen aspires to master magic if they can. Among the most accomplished magicians there are several identifiable roles that citizens gravitate to. [[Stargazer|Stargazers]] are scholars of magical lore who possess a deep and powerful love of magic in all its forms. Even the most cerebral stargazer is excited by magic - exuberant in their desire not just to perform it, but to deepen their understanding of it. They push the boundaries of magic, seeking out new understanding, uncovering new secrets, and performing new rituals that have never been cast before. &lt;br /&gt;
&lt;br /&gt;
In contrast, both [[seer|seers]] and [[mage|magi]] see magic as a tool with which to achieve a higher goal. Seers believe that perfect understanding is the key to unlocking the Net of the Heavens. Seers strive to direct the future by discovering everything they can about the world, especially through magical means, and sharing that information with those they believe can use it best. The mages (or magi) are the political magicians of Urizen. They see the application of magic as fundamentally political in nature, something that can be used to change the world for the better, but only when used wisely. They use their magical abilities to help their allies to try to build webs of favour and influence. &lt;br /&gt;
&lt;br /&gt;
Although Urizen is famed for its magicians, it is also a nation of philosophers. In Urizen priests who use their understanding of the Net of the Heavens to perfect the world are called [[illuminate|illuminates]]. Unlike many other Imperial priests, their focus is on trying to enable virtuous citizens to gain power in the Empire, preferably at the expense of those whose actions demonstrate a lack of virtue. By contrast a [[questor]] is any Urizeni priest who wishes to perfect [[the Doctrines of the Faith]]. They pursue deep philosophical questions searching for new insights into moral philosophy, the mind of the creator and the telos or purpose of life. Rather than guide the actions of others, they prefer to use probing questions to encourage their congregations to seek their own conclusions.&lt;br /&gt;
&lt;br /&gt;
Urizen is threatened by the [[Druj]] to the east and by the [[Grendel]] to the south. For defence it relies on the dedication of its [[sentinel|sentinels]], who embrace the arts of war with the same passion and commitment that their fellow Urizeni study magic. A respected sentinel is much more than just a skilled warrior - they are expected to study strategy, tactics, logistics, history, magic, and diplomacy. Anything that might influence the outcome of a battle falls within the domain of the sentinel. Their great rivals are the [[sword scholar|sword scholars]], warrior priests with a passionate dedication to wisdom and reason. They exhort the virtuous to test what they learn, and oppose the Imperial Synod because they believe that obedience to a higher authority stifles virtue. They challenge anyone who presents claims of revelation, rejecting everything that is not founded in logic and evidence.&lt;br /&gt;
&lt;br /&gt;
For leadership, Urizen looks to it&#039;s [[arbiter|arbiters]]. Arbiters are civic-minded administrators chosen to lead the spires, citadels, and temples of Urizen by their fellows. They are focussed on ensuring the good of their spire, their territory, and their nation, usually in that order. Committed to the wellbeing of their community, arbiters are the backbone of Urizen, collectively striving to ensure the safety and prosperity of all. If you are part of a group then it is good idea to create your own [[spire]] and choose one among you to be your arbiter.&lt;br /&gt;
&lt;br /&gt;
Few people in Urizen are motivated by money for its own sake but [[Architect|architects]] are interested in economics and fascinated by the way that money moves around and influences the world. Much more than mere traders, they see money as a powerful tool for influencing people and changing society for the better. Through investment and mercantile activity they seek to change the world around them.&lt;br /&gt;
&lt;br /&gt;
One of the most famous Urizen archetype is the [[torchbearer]]. Magician, priest or warrior, anyone who has a commitment to the truth can be a torchbearer. They strive to keep their fellow citizens informed about current events, but they also delve into the past to make sure that the Empire is built on solid foundations. They dislike falsehood and secrets, especially political secrets, and regularly clash with those who value a palatable lie over a painful truth as well as those with something to hide.&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
Urizen names are inspired by Roman and Byzantine names. They do not use the classical Roman three part name, and comic pidgin Latin should not be used, but the classical roots give a single name the right air of timelessness.&lt;br /&gt;
&lt;br /&gt;
Formally, all Urizen append the name of their spire to their title. Spires are small enough that the occupants can avoid naming children with names used by other living residents of the spire, so the Urizen have no need of family names. If two Urizen with the same name do end up living in the same spire then one or both of them are usually given an appropriate epithet by the peers, e.g. &amp;quot;Portia the younger&amp;quot;.&lt;br /&gt;
{{CaptionedImage|file=UrizenTeaching.jpg|caption=Philosophers and teachers who favour an ordered approach to life.|align=right|width=450}}&lt;br /&gt;
[[Spire]] names tend to be in English, and are usually descriptive. For example; Evenspire, White Marble Temple, Citadel of the Immaculates.&lt;br /&gt;
&lt;br /&gt;
===Sample names===&lt;br /&gt;
Adula, Aeneas, Alba, Aquila, Belisari, Camilla, Cyrus, Drusus, Felix, Flavia, Florian, Hadrian, Julia, Livia, Majorian, Martina, Marcus, Megaris, Nicasia, Octavia, Octavius, Priscilla, Portia, Sabina, Seneca, Severus, Sophia, Tacitus, Tiberius, Tatiana, Vaanes, Valeria, Zeno.&lt;br /&gt;
&lt;br /&gt;
N.B. Whilst some names are inspired by real world names which may be given to specific genders, Empire is a gender blind setting and people of any gender choose any name they like that is appropriate to their nation.&lt;br /&gt;
&lt;br /&gt;
===Naming resources===&lt;br /&gt;
* [http://www.behindthename.com/names/usage/ancient-roman Roman names]&lt;br /&gt;
* [http://www.peiraeuspubliclibrary.com/names/medievalnames/byzantine.html Byzantine names]&lt;br /&gt;
&lt;br /&gt;
{{Urizen Links}}&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Contemplation.jpeg&amp;diff=94195</id>
		<title>File:Contemplation.jpeg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Contemplation.jpeg&amp;diff=94195"/>
		<updated>2022-08-04T10:01:47Z</updated>

		<summary type="html">&lt;p&gt;Harry: Photographer permission from 7spice - subject permission from Bahir.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photographer permission from 7spice - subject permission from Bahir.&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_people&amp;diff=94194</id>
		<title>Urizen people</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_people&amp;diff=94194"/>
		<updated>2022-08-04T09:57:58Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Urizen Games.jpg|caption=An [[ambition|ambitious]] people with a desire for order in all things.|align=right|width=600}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Urizen live in the mountains in settlements called [[spires]]: clusters of buildings, halls, galleries, and balconies that are carved into a hilltop or the side of a mountain peak. Spires tend to specialise: a given spire might be known for its fine craftsmanship, the beauty and artistry of its musicians, its dedication to martial affairs, or its mastery of one or more spheres of magical power. &lt;br /&gt;
&lt;br /&gt;
These majestic peaks have shaped Urizen society. They are defensible, but can only support a small population. As a result, Urizen is the smallest nation in terms of population, although its numbers have been slowly increasing since it joined the Empire. The small size gives every person a clear sense of their own importance and their place in the community. The Urizen philosophers claim that the high peaks allow them to maintain a sense of perspective on the world, giving them a physical distance from the turmoil of day-to-day life in the Empire that allows them to be able to consider problems dispassionately. &lt;br /&gt;
&lt;br /&gt;
The Urizen prize rationality and learning above all other qualities. They favour an ordered approach to life and their culture is shaped by the philosophies and ideals they have embraced. They are an ambitious people with a desire for perfection in all things and most Urizen spend what time they can in study, contemplation, and practice. Scholars and philosophers are prominent, but magic is considered the highest discipline of all in Urizen and their most prominent citizens are usually powerful mages. &lt;br /&gt;
&lt;br /&gt;
Urizen love to see practical applications of knowledge, lore, and philosophy. While learning for its own sake is laudable, the Urizen value much more highly knowledge that is used to create tangible benefit — to change the world, even in a small way. They are credited with creating whole branches of natural philosophy and mathematics, formalising and codifying ideas such as algebra, geometry, and trigonometry. They are most proud of practical inventions such as the telescope, or the many magical rituals they have created. They apply their learning to make their lives more comfortable and fulfilling, and strive for the ideal of achieving something elegantly and with the least expenditure of effort.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Aristotle&amp;quot;&amp;gt;All people by nature desire knowledge.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Urizen aspires to a sense of timeless tranquillity. They seek to cultivate serenity and calm in themselves and in their environment. Most Urizen live a structured life that provides a foundation for them to build their identities around. They are not moribund or calcified, but disruption of the personal daily routine is a clear sign that there are problems that demand their attention.&lt;br /&gt;
&lt;br /&gt;
A desire for order and perfection in all things is what drives most Urizen. They seek mastery of the self, often through philosophies such as [[arete]] and [[Urizen Culture and Customs#Poise|poise]], and they employ the teachings of the [[Net of the Heavens]] to make the world around them flawless and sublime. Most strive to move the Empire towards a utopia. While different spires disagree on what constitutes the perfect society, they broadly agree it should involve the largest amount of happiness for the largest number of people. &lt;br /&gt;
&lt;br /&gt;
The archetypal Urizen is an educated person who applies their learning and discipline to every part of their life. An individual Urizen might easily be an implacable blade-master, oratorical reformer, dedicated natural philosopher, wise theologian or powerful magician. Wherever possible, they seek to expand their understanding of the world and their role within it, and apply that understanding to achieve their goals.&lt;br /&gt;
==Archetypes==&lt;br /&gt;
{{CaptionedImage|file=Illumination.jpeg|caption=The contemplation that leads to perfection.|align=right|width=350}}&lt;br /&gt;
&amp;lt;table style=&amp;quot;float: right; width: auto; margin-left: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot;&amp;gt;Urizen Archetypes&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;[[Arbiter]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;[[Sentinel]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Architect]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Stargazer]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Illuminate]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sword scholar|Sword Scholar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mage]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Torchbearer]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Seer]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Questor]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
There are magicians, priests, warriors, and traders of every stripe in every nation in the Empire. An archetype represents a specific attitude or approach to a given role that reflects cultural values and common ambitions of a nation. Choosing an archetype helps to define your character; it provides roleplaying hooks and ready-made character goals, but it also places demands on your character in terms of how you portray them. Selecting an archetype is optional, and it&#039;s better not to pick one if none of them appeal to you.&lt;br /&gt;
&lt;br /&gt;
Urizen is a nation of magicians, and the average citizen aspires to master magic if they can. Among the most accomplished magicians there are several identifiable roles that citizens gravitate to. [[Stargazer|Stargazers]] are scholars of magical lore who possess a deep and powerful love of magic in all its forms. Even the most cerebral stargazer is excited by magic - exuberant in their desire not just to perform it, but to deepen their understanding of it. They push the boundaries of magic, seeking out new understanding, uncovering new secrets, and performing new rituals that have never been cast before. &lt;br /&gt;
&lt;br /&gt;
In contrast, both [[seer|seers]] and [[mage|magi]] see magic as a tool with which to achieve a higher goal. Seers believe that perfect understanding is the key to unlocking the Net of the Heavens. Seers strive to direct the future by discovering everything they can about the world, especially through magical means, and sharing that information with those they believe can use it best. The mages (or magi) are the political magicians of Urizen. They see the application of magic as fundamentally political in nature, something that can be used to change the world for the better, but only when used wisely. They use their magical abilities to help their allies to try to build webs of favour and influence. &lt;br /&gt;
&lt;br /&gt;
Although Urizen is famed for its magicians, it is also a nation of philosophers. In Urizen priests who use their understanding of the Net of the Heavens to perfect the world are called [[illuminate|illuminates]]. Unlike many other Imperial priests, their focus is on trying to enable virtuous citizens to gain power in the Empire, preferably at the expense of those whose actions demonstrate a lack of virtue. By contrast a [[questor]] is any Urizeni priest who wishes to perfect [[the Doctrines of the Faith]]. They pursue deep philosophical questions searching for new insights into moral philosophy, the mind of the creator and the telos or purpose of life. Rather than guide the actions of others, they prefer to use probing questions to encourage their congregations to seek their own conclusions.&lt;br /&gt;
&lt;br /&gt;
Urizen is threatened by the [[Druj]] to the east and by the [[Grendel]] to the south. For defence it relies on the dedication of its [[sentinel|sentinels]], who embrace the arts of war with the same passion and commitment that their fellow Urizeni study magic. A respected sentinel is much more than just a skilled warrior - they are expected to study strategy, tactics, logistics, history, magic, and diplomacy. Anything that might influence the outcome of a battle falls within the domain of the sentinel. Their great rivals are the [[sword scholar|sword scholars]], warrior priests with a passionate dedication to wisdom and reason. They exhort the virtuous to test what they learn, and oppose the Imperial Synod because they believe that obedience to a higher authority stifles virtue. They challenge anyone who presents claims of revelation, rejecting everything that is not founded in logic and evidence.&lt;br /&gt;
&lt;br /&gt;
For leadership, Urizen looks to it&#039;s [[arbiter|arbiters]]. Arbiters are civic-minded administrators chosen to lead the spires, citadels, and temples of Urizen by their fellows. They are focussed on ensuring the good of their spire, their territory, and their nation, usually in that order. Committed to the wellbeing of their community, arbiters are the backbone of Urizen, collectively striving to ensure the safety and prosperity of all. If you are part of a group then it is good idea to create your own [[spire]] and choose one among you to be your arbiter.&lt;br /&gt;
&lt;br /&gt;
Few people in Urizen are motivated by money for its own sake but [[Architect|architects]] are interested in economics and fascinated by the way that money moves around and influences the world. Much more than mere traders, they see money as a powerful tool for influencing people and changing society for the better. Through investment and mercantile activity they seek to change the world around them.&lt;br /&gt;
&lt;br /&gt;
One of the most famous Urizen archetype is the [[torchbearer]]. Magician, priest or warrior, anyone who has a commitment to the truth can be a torchbearer. They strive to keep their fellow citizens informed about current events, but they also delve into the past to make sure that the Empire is built on solid foundations. They dislike falsehood and secrets, especially political secrets, and regularly clash with those who value a palatable lie over a painful truth as well as those with something to hide.&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
Urizen names are inspired by Roman and Byzantine names. They do not use the classical Roman three part name, and comic pidgin Latin should not be used, but the classical roots give a single name the right air of timelessness.&lt;br /&gt;
&lt;br /&gt;
Formally, all Urizen append the name of their spire to their title. Spires are small enough that the occupants can avoid naming children with names used by other living residents of the spire, so the Urizen have no need of family names. If two Urizen with the same name do end up living in the same spire then one or both of them are usually given an appropriate epithet by the peers, e.g. &amp;quot;Portia the younger&amp;quot;.&lt;br /&gt;
{{CaptionedImage|file=UrizenTeaching.jpg|caption=Philosophers and teachers who favour an ordered approach to life.|align=right|width=450}}&lt;br /&gt;
[[Spire]] names tend to be in English, and are usually descriptive. For example; Evenspire, White Marble Temple, Citadel of the Immaculates.&lt;br /&gt;
&lt;br /&gt;
===Sample names===&lt;br /&gt;
Adula, Aeneas, Alba, Aquila, Belisari, Camilla, Cyrus, Drusus, Felix, Flavia, Florian, Hadrian, Julia, Livia, Majorian, Martina, Marcus, Megaris, Nicasia, Octavia, Octavius, Priscilla, Portia, Sabina, Seneca, Severus, Sophia, Tacitus, Tiberius, Tatiana, Vaanes, Valeria, Zeno.&lt;br /&gt;
&lt;br /&gt;
N.B. Whilst some names are inspired by real world names which may be given to specific genders, Empire is a gender blind setting and people of any gender choose any name they like that is appropriate to their nation.&lt;br /&gt;
&lt;br /&gt;
===Naming resources===&lt;br /&gt;
* [http://www.behindthename.com/names/usage/ancient-roman Roman names]&lt;br /&gt;
* [http://www.peiraeuspubliclibrary.com/names/medievalnames/byzantine.html Byzantine names]&lt;br /&gt;
&lt;br /&gt;
{{Urizen Links}}&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_people&amp;diff=94193</id>
		<title>Urizen people</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_people&amp;diff=94193"/>
		<updated>2022-08-04T09:57:15Z</updated>

		<summary type="html">&lt;p&gt;Harry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Urizen Games.jpg|caption=An [[ambition|ambitious]] people with a desire for order in all things.|align=right|width=600}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Urizen live in the mountains in settlements called [[spires]]: clusters of buildings, halls, galleries, and balconies that are carved into a hilltop or the side of a mountain peak. Spires tend to specialise: a given spire might be known for its fine craftsmanship, the beauty and artistry of its musicians, its dedication to martial affairs, or its mastery of one or more spheres of magical power. &lt;br /&gt;
&lt;br /&gt;
These majestic peaks have shaped Urizen society. They are defensible, but can only support a small population. As a result, Urizen is the smallest nation in terms of population, although its numbers have been slowly increasing since it joined the Empire. The small size gives every person a clear sense of their own importance and their place in the community. The Urizen philosophers claim that the high peaks allow them to maintain a sense of perspective on the world, giving them a physical distance from the turmoil of day-to-day life in the Empire that allows them to be able to consider problems dispassionately. &lt;br /&gt;
&lt;br /&gt;
The Urizen prize rationality and learning above all other qualities. They favour an ordered approach to life and their culture is shaped by the philosophies and ideals they have embraced. They are an ambitious people with a desire for perfection in all things and most Urizen spend what time they can in study, contemplation, and practice. Scholars and philosophers are prominent, but magic is considered the highest discipline of all in Urizen and their most prominent citizens are usually powerful mages. &lt;br /&gt;
&lt;br /&gt;
Urizen love to see practical applications of knowledge, lore, and philosophy. While learning for its own sake is laudable, the Urizen value much more highly knowledge that is used to create tangible benefit — to change the world, even in a small way. They are credited with creating whole branches of natural philosophy and mathematics, formalising and codifying ideas such as algebra, geometry, and trigonometry. They are most proud of practical inventions such as the telescope, or the many magical rituals they have created. They apply their learning to make their lives more comfortable and fulfilling, and strive for the ideal of achieving something elegantly and with the least expenditure of effort.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Aristotle&amp;quot;&amp;gt;All people by nature desire knowledge.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Urizen aspires to a sense of timeless tranquillity. They seek to cultivate serenity and calm in themselves and in their environment. Most Urizen live a structured life that provides a foundation for them to build their identities around. They are not moribund or calcified, but disruption of the personal daily routine is a clear sign that there are problems that demand their attention.&lt;br /&gt;
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A desire for order and perfection in all things is what drives most Urizen. They seek mastery of the self, often through philosophies such as [[arete]] and [[Urizen Culture and Customs#Poise|poise]], and they employ the teachings of the [[Net of the Heavens]] to make the world around them flawless and sublime. Most strive to move the Empire towards a utopia. While different spires disagree on what constitutes the perfect society, they broadly agree it should involve the largest amount of happiness for the largest number of people. &lt;br /&gt;
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The archetypal Urizen is an educated person who applies their learning and discipline to every part of their life. An individual Urizen might easily be an implacable blade-master, oratorical reformer, dedicated natural philosopher, wise theologian or powerful magician. Wherever possible, they seek to expand their understanding of the world and their role within it, and apply that understanding to achieve their goals.&lt;br /&gt;
==Archetypes==&lt;br /&gt;
{{CaptionedImage|file=Illumination.jpeg|title=Contemplation leading to perfection.|align=right|width=350}}&lt;br /&gt;
&amp;lt;table style=&amp;quot;float: right; width: auto; margin-left: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot;&amp;gt;Urizen Archetypes&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;[[Arbiter]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;[[Sentinel]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Architect]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Stargazer]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Illuminate]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sword scholar|Sword Scholar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mage]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Torchbearer]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Seer]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Questor]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
There are magicians, priests, warriors, and traders of every stripe in every nation in the Empire. An archetype represents a specific attitude or approach to a given role that reflects cultural values and common ambitions of a nation. Choosing an archetype helps to define your character; it provides roleplaying hooks and ready-made character goals, but it also places demands on your character in terms of how you portray them. Selecting an archetype is optional, and it&#039;s better not to pick one if none of them appeal to you.&lt;br /&gt;
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Urizen is a nation of magicians, and the average citizen aspires to master magic if they can. Among the most accomplished magicians there are several identifiable roles that citizens gravitate to. [[Stargazer|Stargazers]] are scholars of magical lore who possess a deep and powerful love of magic in all its forms. Even the most cerebral stargazer is excited by magic - exuberant in their desire not just to perform it, but to deepen their understanding of it. They push the boundaries of magic, seeking out new understanding, uncovering new secrets, and performing new rituals that have never been cast before. &lt;br /&gt;
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In contrast, both [[seer|seers]] and [[mage|magi]] see magic as a tool with which to achieve a higher goal. Seers believe that perfect understanding is the key to unlocking the Net of the Heavens. Seers strive to direct the future by discovering everything they can about the world, especially through magical means, and sharing that information with those they believe can use it best. The mages (or magi) are the political magicians of Urizen. They see the application of magic as fundamentally political in nature, something that can be used to change the world for the better, but only when used wisely. They use their magical abilities to help their allies to try to build webs of favour and influence. &lt;br /&gt;
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Although Urizen is famed for its magicians, it is also a nation of philosophers. In Urizen priests who use their understanding of the Net of the Heavens to perfect the world are called [[illuminate|illuminates]]. Unlike many other Imperial priests, their focus is on trying to enable virtuous citizens to gain power in the Empire, preferably at the expense of those whose actions demonstrate a lack of virtue. By contrast a [[questor]] is any Urizeni priest who wishes to perfect [[the Doctrines of the Faith]]. They pursue deep philosophical questions searching for new insights into moral philosophy, the mind of the creator and the telos or purpose of life. Rather than guide the actions of others, they prefer to use probing questions to encourage their congregations to seek their own conclusions.&lt;br /&gt;
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Urizen is threatened by the [[Druj]] to the east and by the [[Grendel]] to the south. For defence it relies on the dedication of its [[sentinel|sentinels]], who embrace the arts of war with the same passion and commitment that their fellow Urizeni study magic. A respected sentinel is much more than just a skilled warrior - they are expected to study strategy, tactics, logistics, history, magic, and diplomacy. Anything that might influence the outcome of a battle falls within the domain of the sentinel. Their great rivals are the [[sword scholar|sword scholars]], warrior priests with a passionate dedication to wisdom and reason. They exhort the virtuous to test what they learn, and oppose the Imperial Synod because they believe that obedience to a higher authority stifles virtue. They challenge anyone who presents claims of revelation, rejecting everything that is not founded in logic and evidence.&lt;br /&gt;
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For leadership, Urizen looks to it&#039;s [[arbiter|arbiters]]. Arbiters are civic-minded administrators chosen to lead the spires, citadels, and temples of Urizen by their fellows. They are focussed on ensuring the good of their spire, their territory, and their nation, usually in that order. Committed to the wellbeing of their community, arbiters are the backbone of Urizen, collectively striving to ensure the safety and prosperity of all. If you are part of a group then it is good idea to create your own [[spire]] and choose one among you to be your arbiter.&lt;br /&gt;
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Few people in Urizen are motivated by money for its own sake but [[Architect|architects]] are interested in economics and fascinated by the way that money moves around and influences the world. Much more than mere traders, they see money as a powerful tool for influencing people and changing society for the better. Through investment and mercantile activity they seek to change the world around them.&lt;br /&gt;
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One of the most famous Urizen archetype is the [[torchbearer]]. Magician, priest or warrior, anyone who has a commitment to the truth can be a torchbearer. They strive to keep their fellow citizens informed about current events, but they also delve into the past to make sure that the Empire is built on solid foundations. They dislike falsehood and secrets, especially political secrets, and regularly clash with those who value a palatable lie over a painful truth as well as those with something to hide.&lt;br /&gt;
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==Names==&lt;br /&gt;
Urizen names are inspired by Roman and Byzantine names. They do not use the classical Roman three part name, and comic pidgin Latin should not be used, but the classical roots give a single name the right air of timelessness.&lt;br /&gt;
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Formally, all Urizen append the name of their spire to their title. Spires are small enough that the occupants can avoid naming children with names used by other living residents of the spire, so the Urizen have no need of family names. If two Urizen with the same name do end up living in the same spire then one or both of them are usually given an appropriate epithet by the peers, e.g. &amp;quot;Portia the younger&amp;quot;.&lt;br /&gt;
{{CaptionedImage|file=UrizenTeaching.jpg|caption=Philosophers and teachers who favour an ordered approach to life.|align=right|width=450}}&lt;br /&gt;
[[Spire]] names tend to be in English, and are usually descriptive. For example; Evenspire, White Marble Temple, Citadel of the Immaculates.&lt;br /&gt;
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===Sample names===&lt;br /&gt;
Adula, Aeneas, Alba, Aquila, Belisari, Camilla, Cyrus, Drusus, Felix, Flavia, Florian, Hadrian, Julia, Livia, Majorian, Martina, Marcus, Megaris, Nicasia, Octavia, Octavius, Priscilla, Portia, Sabina, Seneca, Severus, Sophia, Tacitus, Tiberius, Tatiana, Vaanes, Valeria, Zeno.&lt;br /&gt;
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N.B. Whilst some names are inspired by real world names which may be given to specific genders, Empire is a gender blind setting and people of any gender choose any name they like that is appropriate to their nation.&lt;br /&gt;
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===Naming resources===&lt;br /&gt;
* [http://www.behindthename.com/names/usage/ancient-roman Roman names]&lt;br /&gt;
* [http://www.peiraeuspubliclibrary.com/names/medievalnames/byzantine.html Byzantine names]&lt;br /&gt;
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{{Urizen Links}}&lt;/div&gt;</summary>
		<author><name>Harry</name></author>
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